
The AUTOMATION bullet heaven! Build your custom spellcasting factory and tear through endless waves of monsters. Unlock 20+ characters and 100+ golden totems to craft broken roguelite synergies and survive the swarm! Build, automate, autocast, OBLITERATE!
Modeled estimate, not a reported figure. How we estimate →
About
Design your factory build from scratch to autocast your spells!

Survive relentless waves of monsters against the clock!

Don't worry, the battle pauses while you’re building and browsing through recipes!

Stock up on factory parts, totems, power crystals, and more!

Which golden totems will you draft? Can you unlock them all for your collection?

Unpredictable boons and cursed zones require course-correction to keep the factory running.

Conquer 10 Difficulty Levels filled with challenges and elite monsters!

20+ playable characters and 100+ totems await your discovery!

Unlock all 20+ playable characters
Over 60 Spell Recipes to master!
Draft from over 100 Animal Totems to strengthen unique synergies.
Endless Mode after you survive the 20-minute battle!
Climb through 10 Difficulty Levels in the Arcana Trials!
Daily Challenge Mode!

Stop by our discord to leave feedback and share your builds! (Link to discord in the sidebar)
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The factory part of this Factory/BulletHeaven can easily dwarf the experience in a tedious way. The good: - Unlocking spells is a fun way to encourage experimentation. - The wide variety of spells feels like there's no filler, everything being unique enough to fill its own role. - The characters seem unique enough to encourage different playstyles. - Byproducts encouraging different spells to focus on so you won't settle into Old Reliable. The tedious: - No cut-paste or copy-paste. - Factories can make items faster than the belt can actually pull them out, so your factories can be capped by BELT SPEED even if there's space on the belt. - The cap of 0.3 seconds per craft is... not very obvious. - No mass-recycle. - The random placement of charms encourages tearing up your whole base to redesign the whole thing. Having to click on *every* tile is annoying and tedious at best. - Recyling costing $2 feels redundant. - In the early game (when its price is felt the most) you don't need it. - In the lategame its price is trivial. - Setting a filter is one too many clicks, there's no reason to have a toggle for it. - Just have "no filter" be the default, you don't need the checkbox. - Also don't leave the spells menu when you click confirm on a factory's settings. - If you place something wrong and try to rotate it, you end up just rotating the item in your cursor instead. You can't place that rotated item on top of the one you just placed, so you have to clear your cursor first. - By the time the 5 golden peices start showing up, I have so many projectiles covering the screen it may as well be hidden entirely. The idea has potential but right now it's more fiddly than fun.
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Languages: English
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This could have been a perfect game but unfortunately the two halves are incredibly shallow. The factory part will not appeal to anyone that likes factory games and the survivor part is completely underbaked. even then it would have been possible to enjoy it even only for the concept but the ui is riddled with issues that take up time and clicks that really aren't required. Its over all a tedious and shallow experience. I sincerely wish it wasn't.
My gambling addict friend said if I post a review on Rogue Factory and it gets 350 likes and 150 Awards that he will buy me a case of beer, some vodka, and bottle of wine.. So I'm just gonna leave this here
You get about 3-ish hours of gameplay for your $10 here. You can not do what you can imagen you'd be able to do. They released 1.0 in February and said they would patch it and show us results within some weeks. Well, half of the year is gone now and they are radio silent. Game is abandoned.
I dont say this often but this game is too difficult. I have quite a bit of experience with factory builders. I calculate ratios, figure out combos, get good totems that synergize with my factory. and dispite all of that I have gotten nowhere. done 5 runs, (runs are insanely long as wel) and havent even beaten the first level. closest i got was 16 minutes out of 20. and that was while getting extremely lucky with totems. I would like to see more of this game, more characters, more levels. but I'm giving up on it.
Masterclass that I hope gets expansions. Elements work together/against one another. Totems are game changing. Later levels add more complexity with byproducts. Characters make you uniquely change your factory. I can't stress this enough. I'm DREAMING of these belts. Please, make more (╹ڡ╹ )
great concept but... feels very unpolished
Absolutely fantastic game. I have done "everything" there currenty is on offer and it was a blast. Game starts off pretty difficult until you understand how to scale your damage. Then it gets much easier until you start pushing the higher difficulty levels. Has a great mix of predetermined power and RNG power that i really want in more roguelites. Highly Recommend, if you like to figure out how to best optimize the size of your factory. Efficiency in space and making things as small as possible is so rewarding the further you get into this gem.
I'm a bit conflicted. I love the concept and the visuals, and the combination of a few different concepts is fun and novel but this game isn't finished yet I think. The game has crashed about 4 times on me now, when I get to about 7/20 minutes into the 'survivours' side of the game, and once just randomly during the build phase, after I had done extensive work in the build phase. The build phase is where most of the game is, which is fine by me, but it makes the surviouring side kind of borning if you've kitted yourself out, you just end up just walking/dashing to the portal to get to the next level. In terms of the actual building, while it's fun theres some quality of life improvements needed: - Recycle an area of the facotry, not just a single bit at a time (If this isn't an intended mechanic, then increase the price of recycling / 10 items or something) - An undo button for placing and removing blocks when in build mode - A much more streamlined filtering system, with an easy way to remove filters. applying a filter shouldn't take 3 clicks. Perhaps middle click and scroll through what the machine is able to make, or what it recently made. - Fix the scaling of Rerolling, don't double it but instead make it incremental but scale with the level, eg +2@Lvl.1 , +4@Lvl.2, +7@Lvl.3 etc. - Add a Splitter that goes forward and sideways as opposed to just left and right, this would open up a lot more opportunities - Make special enemies cleaer / drop loot such as a speed up or production boost - Gain items for X amout of enemies killed or other such sub quests - Copy / Paste or Blue Print Feature - I'm not sure if the build area expands later on, but would be good - Bombs are impossible to see, add a white border around them or give them a lit fuze - Number 1 - 4 select conveyor belts, shortcuts for the other components would also be good - There's a map of the recepies on the website, why not include that in the game? - A Pause in the building mode and an ability to hover over created spells to see what they look like would be good. - A preview of what you'll look like would also be good Overall, it's a great concept and I hope it does well but it needs more polish and a few QOL upgrades to join the two concepts better.
TL;DR: This game is quite hard, slow paced, and the factory elements are definitely the focus here. Tentatively giving it a thumbs up, but I'd give it a neutral if I could. This is a complicated game to review for several reasons. Firstly, this is [b] primarily [/b] a factory game. The vast majority of play time is on the factory screen rather than plodding around the map. In a way, this is a good thing because the factory is where most of the interesting things happen. On the other hand it means that while the action parts of the run are only 20 minutes, in real time each run takes at least an hour (unless you die quickly). The factory controls are pretty rudimentary, no copy/paste, no bulk erase, and no blueprinting system. This isn't terrible because the size of the grid is [b] very [/b] limited and assemblers and splitters do have some filtering options. Totems and charms are a very interesting addition which can drastically change the goals of your factory while permanently taking up space. A big part of the game is the very limited space you have to work with, the cost of buying components, recycling, and the exponential cost of re-rolling (yes, the RNG plays a BIG role in this game). Secondly, the action parts of the game are passable but aren't great. Like Vampire Survivors you don't really control much. You control movement (the starting character is glacially slow), when to dash (quick move + invincible on a cooldown), and using scrolls (if you have any in your factory). Pickups are limited to coins, hearts for health, and every now and then a free rare totem selection you have to stand on for a moment to pick up (and redeem in the factory). On the plus side, every now and then you'll be offered a random perk to skip entering the portal to your factory giving you an interesting tradeoff, and there do seem to be a few "hidden" mechanics so there may be more depth here than it first appears. Thirdly, this game is [b] hard [/b] . In the 20ish hours I've played the demo and the full release I have yet to win a single run. More importantly, I feel as though I've hit a wall around the 4 minutes remaining mark on my runs and haven't progressed beyond that. Part of this is no doubt me, but even after coming to several realizations about how to play better I'm no closer to breaking that 4 minute wall then I was in the demo. As a veteran gamer with 2+ decades of experience, I'm starting to suspect that this may be one of those games where there's a "right way" to play, and every other path is just there to give the illusion of depth and alternative paths as a sales talking point. If I find that to be true, rest assured I'll be switching this to a thumbs down, but for now it's just a suspicion that I hope will prove false. This is a game with potential and I'd like to see it live up to that.
Players by region
Where this game's players are, estimated from review languages.
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