Infinifactory
Zachtronics in three dimensions, and the one its own siblings' reviewers keep calling fun — except it rates below them, costs the most, and its critics say it isn't the factory game the name implies.
7.5 / 10
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60 Automation games reviewed and scored, best first.
60 reviews
Zachtronics in three dimensions, and the one its own siblings' reviewers keep calling fun — except it rates below them, costs the most, and its critics say it isn't the factory game the name implies.
7.5 / 10
A five-dollar semi-idle RPG that sends three-adventurer teams into dungeons on their own while you sort, salvage and re-gear what they drag back — and a look at whether that loop still has somewhere to go once the opening classes stop being new.
7.5 / 10
A co-op mining sim where the underground has no fixed layout, bolted onto a genuine factory-automation game — dig your own tunnels with a squad of up to four, then turn what you find into a production line with conveyor belts, robots, and delivery contracts.
7.5 / 10
The 2020 game that started the shape-cutting automation genre, built by stripping Factorio down to logistics alone — no combat, no scarcity, no enemies. Cheap, historically important, and rougher than the sequel it spawned.
7.5 / 10
An auto-battler where you never touch the character directly, animated entirely in ASCII art, and built around Stonescript — a real scripting language for programming your own companion's combat behaviour instead of just watching it fight.
7.5 / 10
A cozy pixel-art gathering and crafting game about rebuilding a village, sold on a shelf full of idle games and repeatedly mistaken for one. It isn't. It's a thirty-hour hand-managed crafting loop with a warm story attached, and at six dollars it's one of the easiest recommendations of the summer — for the right player.
7.5 / 10
A tower-defence game, a factory incremental and a scripting sandbox welded into one free island, where the real endgame is writing the AI that plays it for you.
7.5 / 10
Build a working CPU from NAND gates upward — a genuinely singular idea, sold as education, and 57 of its 100 most-helpful negative reviews say the teaching is the part that doesn't work.
7.5 / 10
A free Android incremental with more content than most paid ones, wrapped in a chest-and-rewarded-video economy that sells you relief from its own busywork. The genre's most argued-about game, and both sides have a point.
7 / 10
A factory-and-colony sim where the automation isn't belts or menus of orders but a real node-based programming language you wire up yourself, one behavior graph per unit. The most technically ambitious game in its genre, and honest proof of how much that ambition costs at the door.
7 / 10
A calm, good-looking voxel factory game about building robots to sell them — a genre full of hostile worlds and existential stakes, this one just wants you to optimize a conveyor line in peace. Two years into Early Access, that's both its appeal and its ceiling.
7 / 10
A minimalist incremental where every life is a countdown to a death that actually matters — the queue you plan, the story chapter you're on, and the instincts you've earned all carry forward, right up until the game itself stopped moving forward three years ago.
7 / 10
A factory-automation puzzle game where you cut, stamp, and paint your own voxel building parts, then squeeze the whole production line onto a sky island with a real, paid ceiling on space. Polished and distinctive, but priced like the genre giants it can't yet match in scale.
7 / 10
A pixel-art automation game that grafts Factorio-style conveyor belts onto a Forager-style hand-gathering loop. The first ten hours are genuinely charming; the back half turns into a long wait for timers to finish, and a cluster of recent reviews accuse it of bundling data collection players can't fully switch off.
7 / 10
A free incremental built around filling concentric, spinning colour rings instead of the usual bar chart of numbers — genuinely huge in scope, openly derivative in structure, and popular enough to have accumulated over seven thousand English Steam reviews doing it.
7 / 10
A factory game with one iron deposit. Skyformer caps how fast you can extract anything, so you can't solve problems by building another mine — and then it makes the weather you terraformed into existence come back and destroy your factories. Half a gigabyte, genuinely novel, and rough where it counts.
7 / 10
The same demonstrate-it-once robot scripting that made Autonauts click, now defending a base against raiders with automated squads — a genuinely fun idea that never quite justifies asking for a second full-price purchase.
6.5 / 10
A submarine incremental where automated torpedoes, plasma and lightning chain across the screen while you mine the abyss for resources — a short, satisfying loop for most of its early reviewers, with one detailed complaint about a mid-run power-fantasy slump and an achievement curve that backs it up.
6.5 / 10
A NZ$5.11 incremental about optimising messy hard drives, whose Mixed Steam rating splits cleanly along a timeline rather than a taste — a rocky launch day the developer patched fast, and a slower, still-unresolved design gate that keeps a chunk of players stuck clicking long before the game lets them stop.
6.5 / 10
The gather-craft-expand loop that launched a hundred imitators, and one of the most effective opening hours in any game of its type. It's also been abandoned since 2020 with a promised multiplayer mode that never arrived — and it still sells at full price.
6.5 / 10
A guild-management idle RPG with FF12-style Tactics scripting and concurrent party automation, whose launch performance crisis was corroborated by players across four language communities — and whose developer's rapid, well-documented patching earned real goodwill from many of the same players who first reported it.
6.5 / 10
A polished incremental about commanding elemental golems to strip-mine an endless dungeon, with the best chain-reaction visuals the genre has produced this year — and a finish line most players cross in a weekend, despite the name.
6.5 / 10
A satisfying first-island crafting loop that thins out badly afterwards — 93% positive lifetime, 80% across its last hundred reviews, and a free prologue that some players think is better designed than the paid game.
6.5 / 10
A free scratch-card incremental with 91% positive reviews, median playtimes near 100 hours — and an achievement called "Reviewed" that 40% of its owners have unlocked. The engagement is real. So is the asterisk on the score.
6.5 / 10