- Factory builder / automation game in space
- Hard Scifi
- You are the alien
- No conveyor belts, no inserters
- Solar system as a playground
- Dark Forest setting
- No grids
- Gravity, atmospheres and other spacesim perils
- Dynamic enemies (the "Locals")
- Top-Down 2D but with 3D visuals
- No AI, all hand crafted
- Modding
- Demo is out, release coming
Hey, I want to tell you about a recent update I made for ASEMA demo. This is a factory game where you build a factory in space, but there are no conveyor belts. The game mechanisms are top-down 2D, but visually it is 3D, made with Unreal Engine. The belts and inserters are replaced with railguns.

Your factory parts are not buildings, but more like spaceships - you can fly and rotate each one of them. Any of them, you can crash into an atmosphere or a micro black hole, but naturally that is not.. productive. There is no grid for placement, because it does not matter in this setting: Automated railguns will handle the deliveries. Build Hubs, connect railguns, build larger and faster hubs, to get more railguns shoot faster. Find asteroid streams, and place your asteroid crushers on them to get raw materials, or build mining operations on moons - it's up to you.

This all is hard to onboard correctly, and last months have been endless iterations of tutorials and such. But the update 16 E seems to have clicked. While it never ends, it is now good - external QA has verified it works and the lackings are now rather minor, even QoL and unlockable features- related; such as platforms, machineskeletons to tether machines, fleet management to move many machines at once, etc.
There is also an enemy system, which unfolds to fullfill the entire solar system in full version.
So, currently there is a demo out - it's here and on Steam, both are the same versions. I'd be happy to hear feedback and thoughts, and especially if you go and build a factory, show it off. There's many ways you can lay out things in this game.

The entire game is built around modding. Everything in it is modular. The modding interface becomes online at least partially on EA, and fully between EA and 1.0 , unless if it finished before that. I have an internal roadmap for quality updates (QoL and audio engine; a full dynamic map, machinemanagement), content updates, and optimization updates (2 phases, the goal is to scale from 100 machines running pretty well now, to 1000 machines, and then 10000 machines > I am working on the 2nd of these iterations, as the factory scales have to be very large).
I've built the game solo (not the musics, tho! Talented guys are making them), on Unreal Engine, and I've made custom CPP subsystems for physics (UE physics are neat and all, but not at this scale at all, as there are 1000s of bodies flying around in the simulation already), and logistics/machinebrains, to make the factory run smooth and nice.

As an architect and 3D artist, and a long term gamer (automation games and rts games especially; Factorio, Satisfactory, Captain of Industry..), this is very much a passion project for me. I am not very interested in making other games than this, so I just keep making this to make it really fun and good. I have a good time playing the game already myself, and it has felt amazing to finally find the "shape" of onboarding that allowed completely fresh QA testers to build their automated factories and point out that they had fun, the game is addictive and the atmosphere is good. Exactly what I love about in Factorio - but now I wanted to introduce something different and new.
I guess I have to ask, would you be interested to play a game like this?
The Steam-page has new trailers - the trailer on Itch is a bit older still.. working on things!
https://store.steampowered.com/app/4478970/ASEMA/
