
uFactory is the ultimate in finely-tuned and customizable logistics challenges. Navigate the complexities of manufacturing processes inspired by real industrial methods, but do it your way.
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uFactory is the ultimate in finely-tuned logistics challenges. Navigate the complexities of manufacturing processes inspired by real industrial methods, while utilizing highly-configurable logistics tools to make the most of your limited space and resources.
Each tool in your arsenal is highly configurable, giving you unprecedented levels of control
An interactive highly-interlinked tablet manual guides you through the materials and processes you need to succeed
Each standalone scenario provides a unique challenge, with optional objectives to turn up the difficulty on additional playthroughs
Ubiquitous status panels and detailed usage graphs allow you to make informed decisions about expanding production
Integrated tutorial levels help you get up to speed before introducing complexity.
Player-customized branding allows you to add your own splash of color to your factories
Comprehensive modding tools allow you to create your own commodities, machines, and levels!
11 Factory Scenarios + a Sandbox
79 Unique Machines to build and customize
12 Different Conveyor Belt types to get things where they need to go
212 Conveyable material, liquid, and gas types to build and with which to build
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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
Some people refrain from doing reviews on early access games. But in this case, I feel that one of the game's core mechanics prevents the game from appealing to it's core demographic. This game is in the vein of Zacktronic's factory games Chemlab, InfiniFactory, and Opus-Magnum, however with a more realistic set of inputs and outputs. Wood and paint come in to the factory, painted wood blocks come out. Output produces money, machinery costs money. Unlike many factory games, you don't set up your factory, do some test runs, see how it works, tweak your machine, reset the inputs and run again. In fact, you can't. Starting your run over is only possible by starting your machine over... from a blank factory floor. Is the point to try to lay down everything in advance? You can get close, but you can't even chose filters for robotic arms in advance. You need to run your machine until that input shows up to the arm. This isn't what I've come to expect from factory sims and enjoy about these kinds of games... This has been pointed out on some of the feedback threads on Steam, but the developer's reply seems to be "That would break the game balance" Which tells me that the game the developer intends to make isn't necessarily the game factory sim fans want to play. The game plays a tad more like Factorio. Factorio is another fantastic game, but it is an open ended production/supply chain/logistics kind of simulation (and more) with practically infinite building space. It is not a "your inputs are x, you must build y z's, build your factory" kind of game. And the "you're in the middle of a live running system, do what you can" works for Factorio, but not for uFactory. Pros: Good Graphics. Lots of promise. Love the hand-written manual/tips notebook. Cons: What I pointed out above, and less than optimal controls for moving, rotating, laying out factory machinery. Clearly there are a lot of positive reviews for this game, so maybe *I* am the one not understanding the target demographic.
More like a puzzle game than an actual Factory game, it is just themed with it. It is as simple as that. There is set scenarios with specific objectives that you must fulfill, you have startup money and loans, restricted buyable ressources to transform, and a small area to path and lay out to get the objective done, puzzle game. There is nothing more, you don't get to personnalize anything more than the colors of your machines and their disposition. And even then, it is really limited, because it will affect your playability and performance 100%, and only that matter to do a good score, wich is the point of the game, getting a good grade like in old fashion arcade games. Either you get it solved and know how to have a perfect rendering by mathing it out, or you have a painfull time trying to figure out things one after another, try, restart, try and restart again, and again, until you get it, as there is no save. This feel like homework, but with the fun of being proud to show it to someone else taken away, since you solo play. If I should compare the feeling that gets to me while playing this, Bejewel do a similar job in such a way I can't help but compare, and in the time, it came out of cereal boxes. And the playability is frustratingly limited, there is absolutly no place for creativity, sandboxers stay away. This is nothing like other Factory games you've played so far, it is more basic, just like somebody took a flash game and made it modern using a trend to catchup the hype train, nothing new you would miss, in fact there is still flash games better than this out there for free, just go Kongregate. Disappointing, as this game bring nothing new on the table, feel obselete to the genre, and clunkily deliver what is already better done elsewhere.
I really want to like this game, because it seems like a more focused version of Factorio. Unfortunately, this game is extremely clunky to play. It needs massive QoL improvements to just about every facet of play.
it is okay, to waste some time with.. but not stellar and not sucky, I would say its a mid range type game that if the price is right then maybe get it.
Bonjour Tout le monde ! Alors c'est quoi ce jeu ? D'abord le prix, il n’est pas cher donc si vous appréciez ce style de jeu avec mes impressions ci-dessous n’hésitez pas. Vous devez construire une chaine de production avec des objectifs de volumes. Par exemple, produire 500 jouets en 1 journée. C’est le 1er scénario, plutôt simple mais nécessite quand même de redémarrer la partie pour faire propre et le réussir. Pour valider vos objectifs il va falloir faire inspecter l’usine durant 24h, et ensuite vous aurez un rapport sur votre production pour validation. Vous aurez des productions précises à faire, des process bien plus compliqués que ce qui se fait habituellement, les schémas aident bien. Les outils mis à disposition sont bien pratique et on en revient à avoir du plaisir quand tout tourne bien. Le jeu fonctionne avec de l’argent, ce n’est pas vraiment un problème, vous pourrez faire des emprunts conséquent. J’avais un premier avis négatif il y a longtemps, trop de réflexion pour ma part. Je reviens dessus après plusieurs patchs et ma satisfaction est grande. Dans les jeux ressemblant à celui-ci, je dirais « production line », « factorio » uniquement dans les process. En espérant que cet avis vous éclair, Bon courage,
kinda hard, kinda fun. very rewarding.
As others said in early access: CLUNKY That word sums up the game, really. Where to hold the mouse to place or destroy something is unintuitive, there's camera rotation but only in 90 degree increment (despite going through all the other angles smoothly while switching between them!), you never know whether to click something or hover over it to get information about it, there's one modal-looking interface box that pops up that isn't modal just statically placed in the middle of the screen and reused for everything, so you can never have two pieces of information up at the same time, and many more hair-tearing decisions. Basically, if you took any of the hundreds of publicly available "how to make an appealing and useful UI" documents produced in the last 60 years (from Xerox Parc onwards!), and intentionally did everything opposite of what said literature said, you would get this game. I mean I hate UI design as much as the next guy, and think Apple and Microsoft etc. have many things wrong, but they also have a lot of things right, things established in the industry for decades, that no one need be an iconoclast on. Got little else to say about the game, as I can't bear it for enough time to note much. I like gas and liquid being entirely separate layers from the rest of the factory, that's one thing Factorio got wrong. I dislike having to unlock basic things like conveyor corners. That's about it.
This game is exactly what I came for - detailed, complicated production focused on a logistical layout. Great gameplay, nice difficulty curve. Process so realistic you also learn how it's made! It's an alpha, so some aspects feel like they could use tweaking. Early on the products sell for so little that you barely turn a profit. I keep fussing with exhaust gas and can't seem to make it work reliably. So far this game does not feel as "expansive" as its competition -- the campaign gameplay is a series of independent levels instead of a seamless evolution.
I played the game for about three hours so far and its a game I am finding fun, I have managed to go through the tutorial and am on the first mission. The game offers a simplified industrial/production process decision making simulation. The game decision making is all based on production output and doesn't take quality issues into consideration or machine reliability. However as the process engineer you can have your process run a mix of series (by using Just in time ) or parallel to improve throughput on a slow process. Its nice to see that conveys can have mixes of products, be made to go in lines and accumulate or simply be made to loop and accumulate like a buffer. The tutorial demonstrates the ability of the game to deal with liquids as well as products. I imagine that gases could be done as liquids as well. Anybody interested in production will find this simplification become very sophisticated very quickly, which its very appeal and is a great introduction to the world of industrial/process/production engineering, which later you must build models of machines and process so that you can help make multi-million dollar purchasing decision for companies. The game is flexible enough the creators could make scenarios like a supermarket, warehouse, people queuing in a bank say. They could also add people in the place of robots. I feel as an early release it has a lot to offer and see it evolving over time and may become a hit.
A real brain twister but interesting set up. Smooth game with few complaints.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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