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A member registered Jul 24, 2016 · View creator page →


Recent community posts

Could you provide details on what wasn't working properly? Were you not able to discover a game with one person hosting on the network?

I would need your Google email to add you to the translation system.

Oh yeah, I remember you from the Discord! Unfortunately I've stopped working on Project Home for the last few months as this project has been draining all my time, but perhaps I'll be able to return to it sometime soon.

I'm planning to put this on Steam after 4.0, that is, when multiplayer is finished.

I've implemented saving now, but it's buggy. If I can fix the issues in time for 3.3, it should be available by then.

I've gotten the mac version functional, and it should be available in 3.3. A minimap is planned for a future release as well.

There is saving on desktop and mobile, but the HTML5 version doesn't support it.

Unfortunately, I don't have a Mac, and the application is packaged by an external tool. I'm not particularly knowledgeable about Mac systems either, so there's not much I can do, sorry.

Currently, the text in the game is hard-coded in and is in the process of being converted to translatable text files. So, translation isn't supported yet, but will be soon. Thanks for the offer, though! If you want, I can contact you once this is done.

Replied to Obi in Mindustry comments

I will be looking into making a 32-bit version soon.

Well, that explains all the views-- thanks for posting about this!

Many of these are already planned or in the works! I've started working on the map editor a few days ago, and the drag-place tool has just been implemented as well. Thanks for the feedback!

Which map are you playing on? Different maps have different difficulties, and sometimes (as you say) it's possible to warp through the tiers very quickly. Other maps are much more difficult: today, testing in caves, I was having trouble setting up reliable steel production, even by wave 8, as the enemies were harassing my production. A few updates ago, when I was playtesting in fortress, I was producing dirium by that time.

It also depends on how the ores generate around your base. Sometimes you get lucky, other times you don't. Still, you're right: very often, it takes too much little time to progress, and some of the turrets are quite useless. I will look into this when I can.

As for deletion, I agree, and that has been fixed in the 3.1 update.

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I did some investigating, and the problem was that pumps were not transferring the liquid fast enough. So, they were indeed generating 45 oil/sec, but not offloading it to the pipes. This should be fixed in the upcoming release.

This is true. I'll need to write a better description for them, and possibly show some usage in the tutorial.

Thank you; I'll notify you when the in-game text has been set up to work with translations.

Yes. Saving isn't supported on web for technical reasons.

In most cases, no, but I can't guarantee that there won't be something on Github that won't mess up your save. There shouldn't be a problem if you save to a different slot every few times you pull. In the unlikely event that a release the changes the version format, it won't erase your save files, just stop displaying them in the load dialog; you can fetch an earlier commit to get the save files showing again.

I can't say what caused it without seeing a crash report in a terminal. What I can say, though, is that the firing up was probably unrelated to the crash; grass blocks aren't supposed to interact with fire at all. I've never had any crashes like this been reported before, and I could not reproduce the bug myself. Sorry, but there's not much I can do.

Wave scaling needs a bit of work right now; some of them seem to be too hard, especially on specific linear maps like Grasslands. I'm re-balancing the enemy amounts right now.

The music was made by RoccoW: https://soundcloud.com/roccow/tracks. There should be download links for the songs used in the game if you scroll down long enough; I forget th. Although, it is worth noting, the music wasn't made specifically for Mindustry; I just found it by looking around for copyright-free chiptune music on FreeMusicArchive.

I forgot about that; it should be there now.

It should be R for 2.0, or the scrollwheel for the new 3.0 beta.

This is due to a limitation of the engine. In a later version, I might be able to work around it.

I'm going to start laying the foundations for multiplayer in the next update (4.0), and see how hard it is to implement. If the whole thing turns out to be feasible, it might be done relatively soon (where 'relatively' is "probably less than half a year"). Keep in mind there's a lot of other things I need to implement before multiplayer becomes a priority.

Yes, of course! Even though the new block information boxes help a little, they still don't have things like map descriptions, strategies, enemy information or more detailed info on block usage. If you want, I can add a link to the wiki on this game page, once you've created it.

Just found the cause. This should be fixed in Beta 2.

A bit of both. This is definitely the biggest update so far, so it's taking a long time to fix bugs and balance things. I also have exams happening, which slows things down quite a lot. In any case, I was planning to release a beta version for PC tomorrow, for testing.

The main reason is that it's very annoying to control the player character through two joysticks on mobile.

Replied to Dae in Mindustry comments

Hello! I would appreciate your help localizing my game. However, currently all the text in the game is stored in the code itself; I'll have to set up a localization system and move everything into separate files before any work can be done. I'm not sure how long this will take, but I will notify you when it's done so we can discuss details.

LibGDX- it's a Java game framework. Link

This is bizzare. Are these enemies shooting anything at all? How fast are they? I encountered something like this bug once in testing, but I thought it was fixed. Which wave did this start occurring on?

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Unfortunately, I don't have a Mac, so there's no way for me to test it yet. You're not the only one with issues with the Mac version, though, so I'll try and upload a slightly modified version next release, and see if you (and other people) continue having issues.

EDIT: Apparently, it might be caused by a specific version of OS X. What version are you using?

They're very similar to smelters. You need to input one titanium and one steel into them, which makes them output one dirium item.

Thank you! I will look into implementing a door system for the next update.

Most, if not all of the new blocks/resources/enemies have already been implemented. What remains to be done:

  • New maps (including sandbox maps)
  • Different wave structure (with later waves being more varied instead of just more enemies)
  • Improved enemy AI
  • Finish up a few blocks
  • New tutorial (since the current one is broken, and doesn't cover the new power system)
  • Possibly new sound effects for some blocks and enemies that don't have any
  • Balancing and testing of everything that's been added

How long will this take? I don't know, and with finals coming up, I may not be able to have a lot of time to work on this. I would estimate it should be done in 3 weeks, maybe a bit longer if something comes up.

I'll see if I can add a sandbox map in the 3.0 update.

For now, I would recommend you switch to 'easy' mode if it gets too difficult (currently, this can be done at any time). Also, the map you're playing on is probably the second hardest, so that might explain it.

I keep changing my mind about this problem. Some people say that the game becomes too easy after certain waves, others (like you) say it gets too hard. The problem may be with the way wave enemies are scaled, or maybe I need to have later waves have more time in-between. 

Regardless, which map are you playing on, and on what difficulty? 

Thanks! This has been added to the list of things to fix for 3.0.