$24.99Modulus: Factory Automation Design the parts, build the lines
Cut, paint and stamp voxel modules, then belt them across sky islands into production systems that work exactly the way you want.
Is Modulus: Factory Automation worth it?
Modulus: Factory Automation is worth it if…
- you like solving logistics puzzles where the answer is yours to invent
- you want a factory game with no enemies, no timers and no pressure
- you enjoy building in 3D and care how your factory looks, not just how it runs
- you like games with a clean, minimalist style and gentle pace
- you want a sandbox where you can build freely with unlimited resources
Screenshots
You design the parts, not just the factory
Most factory games hand you fixed components. Modulus makes you build them. A module starts as a block of voxels, and you cut it, punch holes in it, paint it and stamp out pieces, then assemble the results into whatever shape the job calls for. The tools are simple, the combinations are not: one module might need half blue and half black, another a precise notch cut at just the right spot. Each module you craft becomes a visible piece of the structure rising on your island, so the factory literally is made of your decisions. There is no single correct answer, only trade-offs, and the solution you land on is yours.
Sky islands with real spatial limits
Forget sprawling across endless plains. Your factory lives on floating islands, and space is genuinely scarce. Where you place a production line matters, because the terrain will not move for you. You route belts across the gaps between islands, squeeze machines into tight corners, and fit your factory into the landscape rather than over it. That constraint is the point: it forces problems other factory games let you pave over. If building around obstacles sounds like a chore, there is an alternative map with fewer of them.
A factory game with no pressure
No enemies. No combat. No timers. Nothing attacks your base, nothing punishes a slow day, and resources never run out. You build at your own pace, experiment freely, and enjoy the calm of watching a line hum along once it clicks. The look matches the mood: clean, minimalist and geometric, with nothing on screen that does not need to be there. It is automation as unwinding rather than a race, and the game is happy to let you sit with a problem for as long as you like.
Found a colony, one module at a time
If you like city builders, the pull here is the same: starting from almost nothing and watching a place grow because of choices you made. You begin with basic resources and simple lines, and as production scales you unlock new machines, tools and mechanics that change how the whole settlement works. Every building needs parts to construct and upgrade, so growing your factory means deciding what to produce, where to put it, and how to keep the supply flowing across your islands. It is a colony of conveyor belts, and the skyline it builds is yours.
What is there to do besides production lines?
Is there a mode without objectives?
Yes. Creative Mode gives you the full toolkit with unlimited resources: expanded module sizes, paint, and no goals at all. You can design voxel art, test layouts, or build whatever you feel like, with no quota to fill.
Is there a story?
A light one. You were built by the Colony to supply bots, until a signal from deep space starts calling. To answer it you construct huge Neural Monuments, and somewhere between your creators and that signal you start questioning what you were programmed for. It stays in the background while you build.
How long does it take to finish?
That depends on how deep you go. Some players burn through the tech in a few dozen hours, while others spend far longer refining compact, efficient designs. If you like optimizing, there is plenty to chew on.
How does it compare to other factory games?
It sits between pure abstract shape-building games and full logistics sims like Factorio. You design the actual components your machines are built from, then feed those same parts into production. There are far fewer products to juggle than in a big logistics game, but the puzzles have real depth, and the spatial limits of the islands add a layer most factory games do not have.


























