
Terrafactory
Disclaimer – Please Read!
This is an early prototype focused purely on gameplay iteration. There’s no sound, menu, or settings, models are placeholders and the ui is pretty unpolished. Expect a raw experience.
Best played in Google Chrome.
The game uses Unity WebGPU to support ECS rendering, which may not work in some browsers.
Game Overview
Terrafactory is an hexagonal-grid based factory game where the factory is in service of terraforming Mars.
Main inspirations are the factory trio (Factorio, Satisfactory & DSP), while leaning towards the mood of Terra Nil. I want a relaxing factory game where your actions have visual consequences.
Controls/tips
- WASD ~ Camera movement
- Mouse wheel to zoom in and out
- Click to interact
- A building cannot output directly into another building for now (but its planned).
PC Build Recommended
The downloadable version includes:
- Embedded tutorial videos
- Additional graphical features (e.g., planetary atmosphere)
- Better performance
It’s free to download, donations are welcome if you enjoy the concept and would like to support development!
Feedbacks are needed!
This page exists to collect your feedback. Please share any thoughts, ideas, or issues you encountered. Thanks for playtesting!
Status | Prototype |
Platforms | HTML5, Windows |
Rating | Rated 4.3 out of 5 stars (3 total ratings) |
Author | Matthieu Soignon |
Made with | Unity |
Tags | City Builder, factory, Management, Procedural Generation, Sandbox |
Download
Click download now to get access to the following files:
Comments
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This game is an enjoyable experience. I personally enjoy factory games most when i either am calculating production rates, or decorating my factory. I understand this is still in development, but i hope for everyone's sake you add in production numbers (Input/output rates). This game doesn't strike me as the "decorate your factory" type, like satisfactory, it falls more inline with Factorio or DSP, which is great! The gameplay though gets boring after a little, as I speak I am waiting to produce the satellites, I only got to setting up a single manufacturer. Now while that is my fault, its also impart to how repetitive it gets without anything to break up the monotony. I'm not saying you need to go all out and add enemies, that just doesn't feel like where you want your game to go (unless it is), but just adding in something simple or occasional, like random events. there could be meteor strikes or something, just something to break up the repetitiveness. Some Q.O.L features would also really elevate the game alot. Things such as quick placing belts where you just click and drag, or production rates, as already stated. However, this game was an enjoyable experience and im excited to see where you take it from here. Thank you
Thanks for your feedback and the support !
Logistics QoL & production rates are definitely high priorities on my side.
I'm refactoring the processing/constructing design a bit and it should help a lot with the monotony/repetitiveness issue.
I like your idea of random events, it could make the game more livable. I do not want any negative events happening to the player (as part of current core design) though. I'll keep this in mind, thanks for the suggestion.
A you win message would be nice, or the ability to send up endless satellites
Camera zooms in to a bad angle on the planet (hard to see the bottom of your screen)
Conveyor mods were probably the biggest real issue of the game (splitter, merger, cross), both quite unpleasant to deal with and *heavily* limit throughput making them a bit redundant to begin with - drag to place conveyors would be nice too but it's not close to as relevant as the mods
Some numbers so rates dont have to be found through trial and error would be nice and other than that yeah good enough game, better at the start but good throughout, good luck with dev
Thanks for your feedback! I completely agree with everything you said.
As for the camera, I’m thinking of giving players full control over the orientation. Being centered on the planet makes building easier, but tilting the view toward the surface really helps emphasize the 3D aspect and adds to the immersion.
Regarding logistics, I definitely want to rework that part, but I’m still in the design phase for now