
An alchemical automation game of ever-changing logistical puzzles across six Elemental planes. Each Element transforms how you generate power, move resources, and defend your factory. Cultivate your own garden of possibility with dozens of uniquely shaped structures in this hex-grid sandbox.
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About
MoteMancer is a fantasy automation game set across six overlapping Elemental planes. Design elegant systems on a Hex Grid, combining ingredients, structures, and magic to reshape the world through alchemical insight.
Grow Mana Roots and Mana Leaves to collect power from the sun. Weave Streamways to move ingredients across your base. Each Element offers unique mechanics, and each plane brings its own puzzle pieces to the table. Combine Elements for powerful, synergistic effects.
Infuse ingredients to uncover their hidden potential. Unlock new tools through experimentation where every combination is a chance to discover something unexpected.
Learn spells to Nudge structures, Levitate across terrain, or use Daycaller to control the sun itself. Magic isn't just power, it's part of the puzzle.
Six overlapping Elemental planes, procedurally generated and seamlessly traversable in real time.
Automation on a Hex Grid, with dozens of unique structures that reward clever positioning and planning.
Ingredient-based research, enabling multiple simultaneous lines of discovery.
Element-specific tools and power systems, encouraging distinct solutions for each plane.
Entropy, a creeping adversary that tears through the fabric of reality and tests the resilience of your systems.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Japanese*, Korean*, Polish*, Portuguese - Brazil*, Portuguese - Portugal*, Russian*, Spanish - Latin America* +3 more
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Played about 60 hours so far in my very leisurely playthrough, i wanted to wait until i had completed what i perceive as the early game. i have completed life and water planes and researched 4 of the elements (life,water , some Earth and researching the beginning of shadow). There's enough building and rebuilding and refactoring available that you end up 6 hours deep very easily. i find myself trying to optimize setups and then completing the next research and tearing down and rebuilding new setups. The different elements bring cool options and all look visually distinct but even further they all functions differently and take up different footprints which makes it so that the setup you use for Air Prisms may not be optimal for Life prisms, you start tiling out the building only to realize the logistics you have match right with the hex grid patterns and you have to reconsider the setup. When you do find that perfect setup though, ive found that the visuals of the buildings often have an aesthetic quality you don't find in other factory games, probably due to the hex grid building instead of typical square grids. you can sit and tech through one element to relative completion or rush off to unlock the next element and both have interesting value and bring a significant amount of unexpected complexity. the intro is pretty decent even if you havent played other factory games and theres some familiar tools like unlocking blueprint/schematics for some simpler building once you nail down a satisfying setup. Right now the spells feel really interesting to unlock but also clunky to use but the dev is very active in discord and seems to be working on solutions to that. I've not encountered much in the way of bugs and most have been minor or visual like an object being invisible once or twice ,which i can just break and replace. i'm excited to see what else is going to be added to the game in future but what's there now is so solid that i already got my moneys worth and i still have half the research tree to unlock.
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Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
So I played 26 hours of this game over the span of 3 days. When I say this game has Factorio vibes I mean it in the best possible way. It brings all of the great things you expect from games like Factorio with the added benefit of it being hexagon based so your designs come out looking less like circuits and more like natural structures. Each element has its own unique shapes for the buildings which allows for constant new puzzles when it comes to design. Yes you can make perfectly tileable setups like in factorio, but I found myself veering away from that and finding more aesthetic builds that match the scenery. 10/10 so far, cant wait to see what the other planes have to offer as I progress from early game.
it's like factorio but chemicals magic instead of oil and gears (also hexagons are the bestagons, so it gets good review)
If you like automation games then this game is for you. It has come a long way since it first came out. I was able to finish the game at about 115 fps so the optimization has come light years from the start. The research tree is polished and gives you a great since of progression. I highly recommend you try this game out.
For the love of god play the demo first; Two hours isn't nearly enough time to even begin to wrap your head around this bad boy. It's a great game, well thought out I feel. But just not for me and definitely not an instant buy for factory sim lovers.
An interesting take on the automation/base building style genre, with six (well, kinda six plus one) elements, each influencing available building types and styles for each elemental plane etc. Getting more and more polished over time, but perfectly playable/stable/etc.
I tend to enjoy factory builders, and puzzle games. This game is both. Every element has its own style for how buildings are shaped, creating interesting puzzles where you need to work around the chasms spread across each plane, but also with the shape of each building, especially since unlike most games the grid here is hexagonal. Devs are very active in discord and respond to bugs/suggestions/questions, and I genuinely love the design of the worldbuilding. Elements opposing each other can't be built on the other one's plane (think fire vs water), but also don't tend to fit quite right together on planes where they can both be built further selling the concept of them not working together.
i got this game to support the game dev/ since the premise of this automation game was so different, while being hopeful to see where the dev takes the game. i figured to let it cook more before i sink way way more time into this game. over all it feel like an solid game play loop, after trying the newest updates think the game is still on track.
Phenomenal logistics game with a very unique art style and flavor. I've put a fairly silly amount of hours into Factorio (Over 1k at this point) and this is the only other logistics game that really holds my interest. Dev is very active, posting regular updates and thoughts on game design and the passion presented there really shows in the end product. Can't recommend enough.
Super unique take on the automation genre, i love this game. the only thing missing is a lot of quality of life features, cut and paste, better blueprinting and some polish.
Players by region
Where this game's players are, estimated from review languages.
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