
Build, automate, & optimize production lines across sky islands with real spatial constraints. Every production line is an open-ended puzzle: which operators to use, how to route your belts and how to fit your factory into the landscape. Your solutions, like your factories, are uniquely your own.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.57/day in the week to Aug 31 → 0.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Modulus doesn’t hand you the solutions. You’re given a module to produce, how you produce it is entirely your call. Every production line is a puzzle you design yourself: which operators to use, how to route your belts, how to configure each step in the chain. There’s no single correct answer, but there are trade-offs to every choice you make.
The terrain is part of that challenge. Forget vast open plains, Modulus puts you on sky islands with real spatial constraints. Where you place your production lines matters. Working within the confines of the islands, connecting across the gaps, fitting your factory into the landscape rather than sprawling across it, is all part of the challenge of Modulus.

Modulus is a creative sandbox factory simulation where you don’t just solve problems, you design the components that make up the solution.
Build and automate elegant production systems using modular engineering tools: cut, paint, stamp, and assemble 3D building blocks called modules.
From logic-driven problem solving to free-form expression, Modulus blends base-building, resource management, and thoughtful strategy in a game that rewards both beauty and efficiency. There’s no single solution, only the system you create.

Programmed by the Colony to supply bots with relentless efficiency, your purpose was clear, until a signal from deep space changes everything.
The Grand Neural Network is calling.
To connect, you must construct massive Neural Monuments: vast, intricate structures that test the limits of your engineering, logic, and scaling automation strategies. Caught between your creators and something far greater, you begin to question your programming and pursue a deeper sense of purpose… one module at a time.

No enemies. No combat. No timers.
Modulus offers a relaxing, low-pressure take on factory automation, where experimentation and optimization thrive. Build at your own pace and enjoy the quiet satisfaction of systems that simply work.
For those who want to build without constraints, Creative Mode offers full access to tools, paint, expanded module sizes, and unlimited resources. There are no objectives just you and the grid. Design voxel art, test complex layouts, or invent something wild. It’s your sandbox.

Modules aren’t just resources, they’re the building blocks of your factory. Each one you craft becomes a visible part of a structure rising in real time.
The more complex the goal, the more intricate your modules must become, rewarding strategic planning, creativity, and system optimization.

Whether you’re solving intricate logistics puzzles or designing the most aesthetically pleasing factory possible, Modulus is built for creative expression. No two factories will look the same, your solutions, like your factory, are uniquely yours.
Begin with basic resources and learn the core systems. As your production needs scale, unlock new mechanics, tools, and challenges that deepen your understanding of logic, optimization, and modular design mastery.
Engagement
Reviews
Themes across 102 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
апд - разработчики прислали исправленный сейв. Игра работает, прогресс сохранен! Спасибо за сейв файл Игра на самом деле чудесная
i like factory games the most modolus checks all the boxes for me even more than shapez 1 and 2 as no module you build is wasted i highly recommend you to try it if you like factory games
Very enjoyable factory automation game. I think I enjoy Modulus more than Shapez 2, and that game is excellent as well. I find this game to be the perfect blend of easy and intuitive.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Dutch
Hours played at review time, across 103 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Nie jest to najlepszy factory builder. Po pewnym czasie staje się nudny. Brakuje też kilku funkcji QOL, takich jak dynamiczne obliczanie produkcji maszyn. Jest oddzielny budynek z licznikiem, ale nie jest łatwy w obsłudze. Trzeba by je umieścić przed każdym budynkiem. Poza tym jest mozliwy tylko podzial na dwie części. Jeśli chcesz podzielić na trzy, to jest to uciążliwe. Wyspy są również małe i mają elementy, które sprawiają, że buduje fabryk na różne sposoby, ale ostatecznie jest to bardziej irytujące niż cokolwiek innego.
Scratches that satisfactorishapez itch very nicely. Building feels great, and I like how easy it is to align, copy, cut, paste, mirror, etc. when designing and refactoring my factory lines. Using operators to build specific shapes is a lot of fun. For me, this game is the perfect blend of what I like best from Satisfactory, Shapez, and Factorio in a no-pressure casual environment.
Modulus is one of the most relaxing yet challenging factory games out there. you have to build your factory with limited island space and as few steps as possible. which is kinda refreshing in the factory genre since most of them is build more machines to get more items. however, some things feel off about it when compared to the staples of others in the genre. some examples: Blueprints feel kind of limited by having a fixed set of save slots. freighter and hub names don't allow for special characters. keyboard short cuts feel super limited. and a lack of speed up time. The last one is kinda annoying based on how the game is setup. with having limited space and limited resource nodes, it doesn't pay to build more of something. instead opting to just wait it out and let the simulation run till you get the right amount of research points to get more optimizations. the same kinda off feeling continues to blueprints, I COULD save them and rebuild more, but I would have to rip up the blueprints I had because there is that ONE STUPID RIVER in the way. making the possible time saver pointless. I had to reorganize one entire line of machines to get more output, and I had to painstakingly move every single part of it to force it in. While I enjoyed my 50 hours of play, the friction is starting to feel like a machine grinder on me. which is normally not too much of a problem... I did finish Factorio and Space Age. but those actually felt rewarding to endure the grind since its so easy to refactor the factory. If I have to give a true rating, I would say "mixed." because while I do see the mod support adding features to reduce the grind, its not what the devs intended you to play. regardless of them supporting it. if you have fun and need more, you got it. but I feel content with the ~50 hours, and I won't really miss this one if I walk away from this game unfinished. but there is a market for this type of game. just not for me.
Nicht nur Factory Gaming, sondern auch noch Puzzle-Feeling dabei - eine ideale Verbindung, die mich nicht mehr loslässt. Das Hochgefühl, wenn ich wieder eine Modulreihe auf die bestmögliche Art hergestellt habe, ist suchtgefährdend...
a very chill automation game. lovely graphics and music
I love watching a chain you spent 3 hours setting up run at its peak efficiency. Deeply addictive
TL;DR: 7.5/10. A solid, highly creative innovator for the automation genre. It features excellent early-to-mid game mechanics, but suffers from a stale late game and a lack of urgency. I'm a huge fan of the automation genre. With over 1,300 hours in Factorio, 400+ hours in Satisfactory, and plenty of time spent in Dyson Sphere Program, Shapez 2, and various colony sims, I feel like I know this space incredibly well. Modulus definitely scratches that same automation itch, and the developers have truly innovated here. The standout feature is how you combine shapes on 3D models inside your "assembly machines". Designing these new shapes and figuring out creative ways to merge them is incredibly fun and where the game truly excels. It is also a very laid-back experience with no external pressure forcing you to rush, unlike the threat of biters or pollution in Factorio. However, this is a double-edged sword. While the game is wonderfully easygoing, it lacks an underlying driving force beyond your own curiosity to build. Because of this, the late game unfortunately feels a bit stale. Scaling up simply isn't as rewarding as the initial process of creating the shapes. The standalone challenges are interesting to figure out, but they feel disconnected since they aren't incorporated back into your main supply chain or delivery targets. Replayability is also on the lower side; I have very little desire to start over, outside of my inner completionist wanting to chase Steam achievements. Overall, it's a great game! As long as you don't expect it to reach the dangerously addictive levels of "Cracktorio," you will have a lot of fun with it.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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