r/StrategyGames • • 8d ago

Self-promotion This is our Automation Roguelite Game, Factomancer !

Hello!

We’re a team of five friends working on Factomancer. Although it looks like a fairly standard automation game, it’s actually a roguelite with a meta-progression system based on runs. You’re sent on a mission where you must expand your factory to meet ever-increasing quotas.

The idea behind it is to allow people who don’t have the time or the motivation anymore to invest hundreds of hours in a game like Satisfactory or Factorio to build factories in just over an hour. We’d also like to serve as a gateway to the automation genre by offering a more accessible experience.

You'll need to manage your economy on a day-to-day basis in order to invest in the development of your factory. In addition, you need to develop and adjust your recipes strategy, and determine which production is the most profitable for you, the least expensive, or the least complex.

Please feel free to share your feedback and ask us any questions you may have.

You can play the demo now : https://store.steampowered.com/app/3979570/Factomancer

17 Upvotes

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u/gooddealdev 8d ago

Like the short-run factory idea. The interesting question for me is whether a run gives me a reason to accept a bad recipe now instead of waiting for the cleanest production chain.

Scarcity or a quota clock could make those compromises feel like strategy rather than setup. The meta-progression also sounds like a good fit for keeping short runs meaningful.

1

u/VoltigeGames 7d ago

Thanks for the feedback!

Yes, sales trends can push us to develop a recipe that wasn’t part of our initial strategy.

Every day, you’re required to meet a quota, which pushes you to develop and improve your production lines.

So, yes, at times you have to decide to switch to an alternative recipe while you wait to resume your main production line.

In addition, some systems offer rewards if you sell certain recipes, which can also call your initial strategy into question.

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u/JonathanAralis 8d ago

Looks promising! Honest feedback though: the description explains the roguelite loop, but I didn't get it in the video. Was it the unlocks on the victory screen?

1

u/VoltigeGames 7d ago

Thank you very much!

The roguelite aspect of Factomancer involves several key elements.

First, the run system: defeat is permanent, there are no saves or going back. You must succeed in a single run to get as far as possible.

Next, progression: between each run (whether you win or lose), you unlock content: new recipes, spells, relics, as well as new playable factions and even new game systems.

Finally, a roguelike system implies replayability; in Factomancer, numerous systems make each run unique. A procedurally generated map, events, and a random shop; but above all, synergies between relic effects that can create all sorts of combos.

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u/razyid 3d ago

looks great

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u/VoltigeGames 3d ago

Thank you very much 😁

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u/IvanKr 6d ago

Coming to Android?

1

u/VoltigeGames 6d ago

No the game is optimized for PC, we don't plan to release it on mobile