One Room Factory
Have you ever dreamt about having your own PCB factory? In a single room? This is your time! In this factory builder game you start of using some basic materials like copper, acid and electronics and build your own manufacturing line. Making PCBs was never easier!
The game consists of single sandbox level with text-based tutorials giving you instructions how to build your PCB manufacturing line. You have some starting balance and you should be able to earn more within given time.
Literally almost all graphics, shaders and code was done by the authors within 72 hours, although due to having no real audio recording abilities - we had to use external track.
Also the video from the game is now online at, feel free to check it out:
Used technology:
- Unity 5
- Blender
- Substance Designer
- Substance Painter
- GIMP
- Visual Studio
Special Features:
- Textures up to 4K resolution
- Inverse Kinematics based robotic motion
- And Even More Bloom
Authors:
Vilem "Zgragselus" Otte
Pavel "PK" Kouril
Controls and gameplay:
Since the game the tutorial is not good enough (and too fast, according to some people) - and we are REALLY sorry for that! - here's a little explanation. :)
Your goal is to made as much money as possible within the given timeframe. Money is made by shipping completed PCBs, which are manufactured in the last station (05 Assembly).
There are 3 lines for supplies (the names of supplies they provide are written above them) and one for finished product. You need to deliver the needed supply to respective station (Cuprexit to 01, Acid to 02, Electronics to 05). Each station also requires intermediate product from previous station. The station order is marked by the 01-05 numbers (seen both on the model and in build menu). The rotation of the station matters, and is hinted with the arrow on top of station. :)
You need to set up hands by clicking on it, and selecting an output tile and which supply they carry. The hands are used for paralelization of supply lines (since belts can't cross themselves!), belts are used for moving the lines. Think of it like picking luggage in airport - one belt, multiple hands picking their stuff. You can apply similiar principles here! Or something simple like in the screenshots works too. ;)
You can move freely with the camera - scroll wheel allows you to zoom in/out and clicking on scroll wheel allows you to rotate the camera around the room.
Build and destroy menu can be accessed via the icons in bottom left of your screen (or by 'B' and 'F' keyboard shortcuts). While building, you will have to rotate the objects in correct position by 'R'. If you need to pause the game, ESC key will allow you to do that.
Log:
15th Dec 2016 - Video live
13th Dec 2016 - Bugfixes UI and game freeze (on pause/restart)
12th Dec 2016 - Linux and OS X binaries uploaded, untested
The game consists of single sandbox level with text-based tutorials giving you instructions how to build your PCB manufacturing line. You have some starting balance and you should be able to earn more within given time.
Literally almost all graphics, shaders and code was done by the authors within 72 hours, although due to having no real audio recording abilities - we had to use external track.
Also the video from the game is now online at, feel free to check it out:
Used technology:
- Unity 5
- Blender
- Substance Designer
- Substance Painter
- GIMP
- Visual Studio
Special Features:
- Textures up to 4K resolution
- Inverse Kinematics based robotic motion
- And Even More Bloom
Authors:
Vilem "Zgragselus" Otte
Pavel "PK" Kouril
Controls and gameplay:
Since the game the tutorial is not good enough (and too fast, according to some people) - and we are REALLY sorry for that! - here's a little explanation. :)
Your goal is to made as much money as possible within the given timeframe. Money is made by shipping completed PCBs, which are manufactured in the last station (05 Assembly).
There are 3 lines for supplies (the names of supplies they provide are written above them) and one for finished product. You need to deliver the needed supply to respective station (Cuprexit to 01, Acid to 02, Electronics to 05). Each station also requires intermediate product from previous station. The station order is marked by the 01-05 numbers (seen both on the model and in build menu). The rotation of the station matters, and is hinted with the arrow on top of station. :)
You need to set up hands by clicking on it, and selecting an output tile and which supply they carry. The hands are used for paralelization of supply lines (since belts can't cross themselves!), belts are used for moving the lines. Think of it like picking luggage in airport - one belt, multiple hands picking their stuff. You can apply similiar principles here! Or something simple like in the screenshots works too. ;)
You can move freely with the camera - scroll wheel allows you to zoom in/out and clicking on scroll wheel allows you to rotate the camera around the room.
Build and destroy menu can be accessed via the icons in bottom left of your screen (or by 'B' and 'F' keyboard shortcuts). While building, you will have to rotate the objects in correct position by 'R'. If you need to pause the game, ESC key will allow you to do that.
Log:
15th Dec 2016 - Video live
13th Dec 2016 - Bugfixes UI and game freeze (on pause/restart)
12th Dec 2016 - Linux and OS X binaries uploaded, untested



Comments36
Anyways, the order of assembly is marked by the numbers on the machines (can be seen depending on their rotation/rotation of the camera), and also by the order written in build menu (01/02/03/04/05). The station 02 (Acid Sink) requires intermediate product from 01 and Acid Barel, so you need to put it on a belt which is going to station 02. And 05 requires Electronics and product from 04. Each station has a direction in which it needs to be placed (the arrow on the top of machine).
Hope this clears it out. :)
Wow pretty cool. Nice screen effects. Wish I could continue the tutorial to the next dialogue myself to soak it in at my own pace. It was fun watching the Hands pick and place things. There was a funny amount of cuprexit boxes pilled up
Some thoughts:
- make the tutorial show existing factories and introduce players to concepts by adding a missing piece
- The keyboard shortcuts only opened but didn't close build/destroy menus
- Make it easier to see what each belt was carrying and its status (input, output, etc)
- Let the game be paused while building and experimenting with the layout
Can't wait to see what this game grows into! Great work :)
My suggestion : Create a tutorial that won't progress until the player has done exactly what he was asked to do by the tutorial AND play some "success" sound after the player did what he was asked to do correctly so he knows he did good and that he is moving towards a progress.
I was personally lost in a minute after I launched the game because the tutorial was telling me what to do and how to do stuff but I was unable to do anything until the text was gone as well...
Nice idea but the tutorial part took much of its pros to be cons of the game :/
@Michalidis - Thank you very much for longer comment, I appreciate when there is any criticism and I'm very glad for it. We are going to do some gameplay and tutorial videos over the weekend - as we are quite busy with our real life jobs at the moment.
Anyways originally a tutorial level was planned, but due to time scale it didn't make it in.
@sacredseedstudio - Thanks for finding a bug. We will look into it. Adding "time-scale" to allow you to pause or fasten-up the game could be an interesting option. As for growing this game, we are still at the point of deciding whether to continue on this game.
@ambocclusion - My apologize, this is my first attempt making Unity OS X build. I'll take a look into that within next day or two.
To all others - I'm really glad you played our game, and it makes me really happy to read all the comments. We are writing each comment down and figuring out what we could improve and how, so thank you for the feedback and I'm glad you enjoyed the game.
- graphics look good
- it might be a good idea to reset the mouse cursor to some default after placing a Hand because when configuring it I ended up unintentionally placing another Hand (this isn't a problem for the Belt since there is nothing to configure there),
- supplies start coming immediately after I place a station. I would prefer an option to start/suspend the flow so that I have the time to prepare.
- I wasn't exactly clear what each station needs (but figured it out in the end)
- we lose money if we delete something? :D I thought I would get some back. This happens if: immediately after starting the game you place some belts and then try to delete them. Also, if you then try to click on empty tile, you will lose money.
All in all, cool idea and great work considering the amount time you spent on it.
On the topic of tutorial: maybe one complete line of production as an example could help to figure out basics faster.
"Each station also requires intermediate product from previous station".
Once I figured out the mechanic it was very satisfying to set up an efficient assembly line. I think you could easily expand this into a marketable game.
Some suggestions:
- make each station and component look completely different, so you don't have to zoom in on it at a certain angle just to see its number
- make the stations/parts different sizes, would make coming up with an efficient setup more interesting
- make it so you don't start off with quite so much capital, so you have to start earning some money before you can improve your factory.
- as others have said, maybe an even clearer tutorial
Thanks for this! well done.
This reminds me of Factorio.
Well done!
I like puzzle games. (I made one myself for this LD)
@Japes: Well, most of the things you mentioned were planned, but we had to cut the gameplay to keep just the most important mechanics, to be able to finish the game on time.
If we will make it into a full game one day, we will definitely revisit our todo, which contains some stuff you mentioned (differently looking stations) - and of course also some better balancing regarding to money and prices, option to regulate the amount of incoming suplies, etc. And of course, the tutorial is a must, as we already figured out from the feedback.
And well, this is our most important lesson for next LD - better tutorial. Especially when the game is complex.
@pseudomarvin: Ouch, that's probably a bug with a minus sign when refunding the money -- thanks for pointing it out, we will check it! Regarding to the suspending the flow, you are absolutely right. This was something we planned (including paying for supplies and adjusting the amounts you recieve), but had to be cut down for more important stuff, and it didn't come up until after deadline that we should have added at least pause/stop buttons.
Ah... I'm overthinking it now.