Mine → Smelt → Craft → Compute → Rocket. Dig up raw ore, turn it into parts, climb the tech ladder to Data Centers (which make Compute for research), and feed a Rocket Silo until it launches. Every launch after the first costs more but permanently boosts all production — keep flying. The golden quest banner at the top of the screen always tells you your next step, how to do it, and what reward you'll get.
- 1. Move the cursor onto an ore patch near your Hub (iron, copper, and coal start close by)
- 2. Pinch / click the patch → the Build menu opens → pick Miner. It starts digging on its own
- 3. Pinch any empty tile near the Hub → build a Smelter. It automatically eats your mined ore and makes plates
- 4. Build a Coal Generator (burns coal) or Solar Panel (free, but off at night) — more machines need more power
- 5. Add a Gear Press and a Wire Mill, then a Circuit Lab — and follow the quest banner from there
- Tip: after you pick a building you stay in placing mode — keep pinching to drop a whole row, wiggle ↑↓↑↓ to stop
- You never wire anything by hand. Your Hub projects a network bubble; anything built inside it connects automatically (the faint dashed lines)
- Each building extends the bubble a little; cheap Poles and long-reach Roboports stretch it toward distant ore
- A building outside the network shows a red dot and does nothing — drop a Pole between it and your base to fix it
- There are no belts: everything goes into one shared stockpile (the left ledger). Machines automatically take what they need from it — a Smelter anywhere can use ore mined anywhere
- So "connecting A to B" just means: both are in the network, and A produces what B consumes
- Plates: Miner on iron/copper ore → Smelter → Fe / Cu plates
- Parts: Fe plates → Gear Press → Gears · Cu plates → Wire Mill → Wire
- Electronics: Fe + Wire → Circuit Lab → Circuits → Chip Fab (+Cu) → Processors → Data Center → Compute (research money)
- Construction: Miner on stone → Kiln → Brick · Fe plates + coal → Steel Furnace → Steel · stone + water → Concrete Mixer → Concrete
- Oil refining: Offshore Pump on water → Water · Miner on oil → Oil → Refinery (+water) fractionates into Petroleum + Light Oil + Heavy Oil
- Cracking: a backed-up fraction never has to stall you — Heavy Cracker turns heavy → light, Light Cracker turns light → petroleum
- Oil products: heavy oil → Lube Plant → Lubricant → Engine Works (+steel/gears) → Engines · light oil → Rocket Fuel Plant → Rocket Fuel · steel + Cu + plastic → Foundry → Low-Density Structures
- Chemistry: Petroleum + water → Sulfur Plant → Sulfur → Acid Plant → Acid → Battery Plant (+Cu) → Batteries · Oil → Chemical Plant → Plastic → Adv. Assembler (+circuits) → Adv. Circuits
- Nuclear: Miner on uranium → Centrifuge → Fuel cells → Reactor (+water) → huge clean power
- Military: Fe + Cu plates → Ammo Assembler → Ammo for Gun Turrets & Artillery · batteries feed Drone Bays
- The Rocket: Silo pulls low-density structures + rocket fuel + engines + adv. circuits + processors until full, then launches — four parallel chains, the true endgame puzzle
- Data Centers still make Compute from processors, but the real engine is science packs burned in a Research Lab
- ● Red (gears + Cu plate, 4 Compute each) · ● Green (circuit + wire, 10) · ● Blue (sulfur + plastic, 30)
- A Lab burns every tier you supply at once — feeding all three is the fastest research in the game
- Labs take Speed / Productivity / Efficiency modules like any crafter
- All generators feed one shared grid; if demand beats supply, everything slows (watch the POWER bar, top-left)
- Solar is free but dies at dusk (and in bad weather) — it's 30% stronger on desert sand
- Accumulators charge on surplus and discharge at night — the green bar under POWER is your battery level
- Pinch a Coal Generator or Reactor and turn on Eco mode: it burns fuel only when batteries drop below 50% — big fuel savings
- Weather strikes: solar flares knock panels offline, dust storms slow solar + mining, and meteor showers damage buildings (but leave fresh ore behind). Keep backup power!
- Dirty machines (coal power especially) emit pollution (bar, top-right) — high pollution wakes the enemy nests (purple diamonds on the minimap)
- Enemies come in kinds: fast swarmers, armored tanks, ranged spitters, rare bosses
- Gun Turrets need Ammo in stock; Laser Turrets need power; Walls soak hits; Drone Bays launch hunters that cost batteries
- Push turrets toward a nest to destroy it permanently — or research Artillery and shell nests from 11 tiles away (4 ammo per shot)
- Sieges: every ~5 survived waves a boss-led horde masses at one edge — you get a 45s countdown in the alert strip. Repel it for +80 ammo, +10 steel, +40 Compute
- Watch the cues: alert rings pulse on the minimap, and a red edge arrow points at off-screen attackers
- Prefer clean power + Efficiency modules to keep pollution (and the enemies) down; buildings self-heal between attacks
- Wear: running machines wear out and eventually break (flashing ✗) — pinch → Repair (costs gears), or research Repair Drones
- Upgrade (pinch a machine): Lv 1→3, +50% speed per level, more power draw, and an extra module slot per level
- Modules: Speed (+40% rate, hungry), Productivity (+10% free output), Efficiency (−30% power & pollution)
- Overclock (research): +60% speed at double power and wear — for when you need it NOW
- Beacons (research): +25% speed aura to nearby machines, stacks to +50%
- Quality (research): new machines can roll ◆ Uncommon (+10%), ◆ Rare (+25%) or ◆ Legendary (+50% and an extra module slot) — look for the corner diamond
- Every item has a stockpile cap (amber numbers = full; machines pause rather than overproduce). Depots +150 cap each, Logistics research +100/level
- Machines also need hauling capacity: the Hub carries a little, each Roboport adds a lot. If the "Logistics overloaded" alert appears, the whole base is throttled — add Roboports
- A Recycler is an overflow valve: anything sitting above ~90% of the cap gets ground back into 25% of its ingredients, so gluts feed your inputs instead of stalling lines
- Open Menu → Statistics for live stock, rates, and a 90-second production graph of your busiest items
- Every rocket launch grants 2 module slots on an 8×8 space station — open it via Menu → 🛰 Orbital Platform
- Solar Arrays power up to 3 other modules each — unpowered modules show an amber dot and do nothing
- Science Modules drip Space Science · Comms Relays stream +1 Compute/s · Zero-G Foundries add +2% to ALL ground production each
- Costs are paid from your ground stockpile (the launch is the freight); scrap a module for a 50% refund
- So the loop is: launch → expand the station → produce faster → launch again
- The quest banner (top of screen) is your guide: objective, how-to hint, and an item reward on completion. Progress is in the Menu
- Research (Menu) spends Compute; a second tier spends Space Science earned from rocket launches
- Impatient? Menu → ⏩ Speed cycles 1× / 2× / 3× simulation speed
Press C (or the copy button next to ☰) and pinch two corners to copy a cluster of buildings, then V (or the paste button) to stamp that layout anywhere you can afford it. Perfect for repeating smelter rows or turret walls — your blueprint is saved between sessions. On a controller use LB / RB.
- Glasses — D-pad moves, pinch selects. Wiggle ←→←→ opens the menu; wiggle ↑↓↑↓ goes back / cancel (from any screen)
- Keyboard — Arrows/WASD move · Enter/Space select · Esc back · Tab/M menu · C/V blueprints
- Mouse / touch — tap a tile to build or inspect · tap menu rows · tap the ☰ button or your Hub for the menu · tap the minimap to jump
- Controller — stick/D-pad moves · A select · B back · Start menu · LB/RB copy/paste
- Every menu has a tap-to-close tile — no back gesture needed
At New Game, choose a difficulty (Peaceful: no enemies · Normal · Deathworld: brutal) and resource richness, and share the seed number to replay the exact same map. Chase achievements (Menu) and toggle sound any time.
Your factory autosaves on the device and syncs across PC, phone, and glasses via a sync code you choose (open the game once with ?u=yourcode on each device). Open the menu and pick ☁ Sync now to push, or just keep playing — devices on the same code stay in sync automatically (newest save wins).
- Top-left ledger — power bar (+ battery bar), day/night, and your stockpile with item icons
- Top-right — Compute & rockets, then the pollution / threat panel (nests left, next wave)
- Bottom-right minimap — ore colors, your buildings (white), enemies (red), nests (purple). Tap it to jump
- Alerts (center) warn of power shortages, breakdowns, full storage, offline machines, and attacks
- Menu → Statistics shows live production rates per item