Circuit Foundry is a 2.5D automation game where you build a factory and program robots to do the work. Start manual, then automate everything with conveyors, machines, power networks, and a swarm of bots you can literally script.
Core fantasy: you are not placing “magic inserters”. You’re building a production system and teaching it how to think.
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Automation backbone: conveyors, splitters, machines, buffering, bottlenecks
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Programmable robots: move, pick, place, sense, communicate, coordinate
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Two programming modes:
- Visual flow editor for quick logic
- Text scripting for full control (safe, sandboxed)
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Debug tools: logs, step/run, breakpoints, live variable inspection
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Cozy industrial sci-fi look: readable diorama, soft lighting, satisfying motion
Gather → craft → build → automate → build robots → program robots → scale → unlock smarter hardware → solve new constraints.
- Small grid map
- 6 resources
- Conveyor + splitter
- 3 machines: Smelter, Assembler, Charger
- 1 robot type with basic sensors
- Flow editor + minimal script commands
- Goal: automate “CPU Core” production to unlock higher tier bots
- Unity (URP)
- C#
- Deterministic belt/item simulation (no physics for items)
- Grid-based world + A* pathfinding
- Custom lightweight scripting runtime
- Keep simulation deterministic and fast
- Favor clarity over realism
- Build vertical slices over giant systems
- Every new feature must create a new player decision, not just more stuff
- Phase 1: belts + item simulation + manual crafting
- Phase 2: robots with state machine + tasks
- Phase 3: flow editor + basic scripting + debugging
- Phase 4: power + progression + content expansion
- Phase 5: polish, UX, performance, save/load, mod hooks
PRs welcome once core architecture stabilizes. See CONTRIBUTING.md.
- M0: Belt playground
- M1: First automated product
- M2: First robot that does useful work
- M3: First programmable loop
- M4: First “player-made” automation strategy
- M5: MVP release steam.com