One year into Factomancer : our ongoing search for the sweet spot between automation and roguelite
It’s been a little over a year now that we’ve been working on Factomancer, a factory game with a roguelite twist.
The idea behind our game is to combine two genres that are rarely seen together, the automation/factory genre and roguelite, by offering runs of about an hour where you must build a factory that will need to meet growing demand through its production.
As development progressed, we realized that finding the right balance between these two genres is harder than we expected. However, it’s an interesting challenge worth exploring, and that’s what we love as independent developers, we’re free to try things that go beyond the usual constraints.
Our last major update added an in-game pause feature, a highly requested feature that has allowed playstyles focused on construction and automation to flourish.
In our new update, we wanted to please all our players and take a step toward roguelite players by introducing the following systems:
- Run Score: Each run is now evaluated using a score based on multiple factors. The idea behind these factors is to allow any type of player archetype to achieve a high score.
- Leaderboard: This score is then uploaded to a global leaderboard, letting you see exactly where you stand, against the world, or just your friends.
- Meta progression rework: Your run score is also used to level up your Factomancer level, and it’s this level that will allow you to unlock new content (relics, spells, biomes, etc.)
The demo is live on Steam! Thank you to everyone who supports us on this adventure.
What do you think of our approach? Do you have any suggestions or ideas?
We still have a long way to go, but we’re confident that your feedback will help us build the experience we dream of offering with Factomancer.