
Build a sophisticated robot factory optimized to perfection in an infinite voxel world. Mine and harvest resources, automate your production lines and manage complex systems while researching your way to become the galaxy’s leading robotics megacorp.
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Prices
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About
FOUNDRY is a first-person (first-robot?) factory builder with complete creative freedom set in a procedurally generated and infinite voxel world.
Land on an unexplored planet and design a giant automated robot production facility under the watchful direction of your AI friend, Carl. Navigate the complexities of interstellar trade and sell your products through interplanetary trade networks to reach your final goal: galactic industrial domination.

Progress from manual resource extraction to a fully automated and perfectly optimized factory.
Construct towering machinery and snaking networks of conveyor belts and pipes with no limits on where you build.
Explore a vibrant voxel world and sculpt the landscape block by block.
Research new, more advanced technologies to meet the demands of your ever-growing production lines.
Personalize your creation by unlocking decorative items and new color options.
Maintain a complex power system to keep your factory running at top speed.
Work solo or recruit outside contractors in online or LAN co-op multiplayer.
Create an enormous factory complex stretching from deep underground to the planet’s surface and the skies above.

Create a mechanically magnificent factory and a work of industrial art integrating your creation into the environment around you. Set up your machines far below the surface, high in the sky and everywhere in between. Grid-based construction gives you precise control over where and what you build.
Land on an unexplored planet and explore a procedurally generated sandbox. Journey through dense jungles, gigantic mountain ranges, and great plains stretching into the horizon, with even more to discover beneath the surface.

Design intricate systems of conveyor belts, long-distance transport networks, pipes and elevators from deep underground to automate your research. Unlock more advanced, complex and faster technology to optimize your factory and maximize production.
You’ll start by crafting items and harvesting resources manually but will soon find yourself setting up assembly lines piece by piece to devise a system that flows perfectly. Combine form, fit and function to create a smooth setup that effortlessly transforms raw materials into galaxy-grade robot products without you lifting a metallic finger.

Bottlenecks are your enemies. Remember to maintain a delicate balance between inputs and outputs so that productivity reaches its maximum potential, enabling you to progress through an extensive research tree.
Ensure that manufacturing runs at full speed. Keep your power supply well-fed and, as your factory expands, unlock upgraded machinery, advanced power generators and new customization options that will add efficiency and a splash of color to your production lines.
Work solo or collaborate in co-op and engineer creative solutions to complex logistical challenges in a vast voxel world.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 825 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great idea, but as advertised it's nowhere near finished yet. I thoroughly enjoyed my first 75 hours of playing this game, but have scaled vastly and can't figure out what the point was because I have no late game options to use my resources on, and no sense of finality or "beating" the game. Pros: -Combo of Satisfactory and Minecraft mechanics is cool -Excellent concept with the galactic empire / economy building aspect with the space station -Fluid movement and controls for the most part -Resource veins are a satisfying solution to an inevitable problem -Orbital Laser Cons: -I maxed out my galactic economy level and space station by only building 2 basic robots, then had nothing interesting to do with my income. -I was unable to hotkey my extra mouse buttons. -Olumite reservoirs run out quickly once your production scales even slightly and the result is repetitive building of longer and longer pipelines. I'd love deep reserve drilling or something to sustain a late-game scaling option assuming that's in the works.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, German*, Spanish - Spain*, Japanese, Polish*, Russian*, Simplified Chinese, Spanish - Latin America**languages with full audio support
Hours played at review time, across 833 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
too early
Great game for anyone looking up for a factory game. But oh my god the interface and icons looks like it's coming from a 2002 game. Seeing Paradox name here, I would think we would get something better.
Tried the free weekend, worst tutorial in existence. Uninstalled and wont buy. For the devs, who clearly dont know the definition - A tutorial is a method of instruction, that provides practical, step-by-step guidance to teach a specific task.
I'd love to recommend the game as there is certainly potential to build upon but for now it's just a slog. THE RESARCH TREE. whilst it has a good size it really needs a good re-map, the first two inputs are in science 1 when the third is in science 3 despite the fact all it really does it mean you don't have to fiddle around with you're belts as much. it takes at least 4 hours to unlock on the slow end, and makes no sense to why it's at that point so i hope they move it to science 1 in the future. THE PROGRESSION. you will start with the normal factory game stuff, automate mining and eventually power, however with how the unlocks work you can't really get a liking for you're base as you will soon be deconstructing it to add new items for improved mining or better assemblers as there is not an auto upgrade feature for already placed item's. and the Pictures in the steam page really give you the idea that vertical building is easy and rewarding but it really isn't prepare for ultimate spaghetti. you do unlock an elevator system later in the game helps remove some of the pain I feel it comes too late to be worth it. these are just to major negatives in my eyes that make the game a pain with some minor ones through out but you can get use to the UI with time. if you still want to buy it I advise wating for a sale or till it gets better.
This game has Big Chris Sawyer Energy. I might end up playing this longer than I played Satisfactory - and I played that for 400 hours.
そんなに悪いわけではないのだが、良いところもあまりない。 ・3Dだがベルトコンベア輸送の上下方向が弱く平面的な設計になりがち。ブループリント機能が未実装なせいもある。 ・宇宙船による物流が強すぎて簡単に拡張性の高い設計が可能なために逆に工夫の余地も少なく無味気味。ストレスも少ないが。(今後列車が実装予定らしい。) ・Factorio同様設備を作ってから配置するタイプだが、設備が細分化されていくためダルい。その割にはインベントリが狭すぎる。今からでもSatisfactory方式にしたほうがいい。 ・巨大な設備はロマンがあるが、建築や解体に手間がかかるため試行錯誤がしづらい。
Its just a Great game. nothing more to say. Maybe add crouching, but everything else is realy great. Love it
The game definitely has potential, even if it shares a lot of ground with other factory-building games. My main issue at the moment is progression. The game introduces too many new systems too quickly, without giving the player enough time to understand and experiment with them. New mechanics should ideally be introduced gradually, so that players can try them, compare them, and understand their pros and cons before moving on to the next layer of complexity. In my experience, after unlocking the second research product, I was suddenly given a huge amount of new machinery, buildings, and even the whole space platform side of the game in a very short span of time. Instead of feeling exciting, it became overwhelming. The UI does not help much either, as it feels unintuitive and makes it harder to get familiar with the game’s different systems. This feels like a self-defeating design choice. Even if the game contains fun and well-designed mechanics, they lose impact if players cannot properly engage with them because too much is thrown at them at once. The tutorial also feels weak in this regard, as it seems to focus on the wrong things rather than helping the player manage the actual complexity of the game. I also have some concerns about balance. For instance, you can spend hours excavating a hill by unlocking and using more helper robots, or you can just build a few rails with some steel bars and achieve the same result far more efficiently. When one option is so clearly better, the other progression paths start to feel much less meaningful.
Thanks for the chance to play for free.... 40 minutes in I bought a copy :-)
Active players
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