Image 1 — Factomancer is evolving with your feedback, the pause is here!
Image 2 — Factomancer is evolving with your feedback, the pause is here!

Factomancer is evolving with your feedback, the pause is here!

Hey there !

We're the devs behind Factomancer, a factory-automation roguelite that's been in demo for a bit over a month now. First off, thank you. The response since launch has been amazing, and a lot of you took the time to leave detailed feedback on Steam, our Discord, and here on Reddit. We read all of it.

When we first designed Factomancer, we built it as a no-pause experience, closer to an RTS than a traditional automation game. Part of the goal with Factomancer was to make the automation genre more accessible by leaning into roguelite structure, runs, escalating stakes, that kind of tension. But stacking real-time pressure on top of that roguelite pressure ended up being too much. Two systems fighting for the same kind of tension, when really only one needed to be there.

Across your reviews, our community hub, and Discord, one piece of feedback came up again and again: the lack of pause and the time pressure. We understand no pause can be a dealbreaker for some.

But, we didn't want to just flip a switch on this. Pacing and pressure are part of the original vision, so we tested pause internally and with our Discord community first, to make sure it would fit naturally rather than change what makes the game feel like Factomancer. The results were clearly positive across the board, for newcomers and veterans alike.

So: pause is here. You'll be able to build at your own pace.

If the no-pause design kept you from giving Factomancer a real shot, we'd love for you to come try it again.

We're building this game with our community, and this update is a direct result of that.

The Voltige Games team

u/VoltigeGames — 2 days ago

Factomancer is evolving with your feedback, the pause is here!

Hey there !

We're the devs behind Factomancer, a strategy-automation roguelite that's been in demo for a bit over a month now. First off, thank you. The response since launch has been amazing, and a lot of you took the time to leave detailed feedback on Steam, our Discord, and here on Reddit. We read all of it.

When we first designed Factomancer, we built it as a no-pause experience, closer to an RTS than a traditional automation game. Part of the goal with Factomancer was to make the automation genre more accessible by leaning into roguelite structure, runs, escalating stakes, that kind of tension. But stacking real-time pressure on top of that roguelite pressure ended up being too much. Two systems fighting for the same kind of tension, when really only one needed to be there.

Across your reviews, our community hub, and Discord, one piece of feedback came up again and again: the lack of pause and the time pressure. We understand no pause can be a dealbreaker for some.

But, we didn't want to just flip a switch on this. Pacing and pressure are part of the original vision, so we tested pause internally and with our Discord community first, to make sure it would fit naturally rather than change what makes the game feel like Factomancer. The results were clearly positive across the board, for newcomers and veterans alike.

So: pause is here. You'll be able to build at your own pace.

If the no-pause design kept you from giving Factomancer a real shot, we'd love for you to come try it again.

We're building this game with our community, and this update is a direct result of that.

The Voltige Games team

u/VoltigeGames — 2 days ago

Factomancer is evolving with your feedback, the pause is here!

Hey there !

We're the devs behind Factomancer, a factory-automation roguelite that's been in demo for a bit over a month now. First off, thank you. The response since launch has been amazing, and a lot of you took the time to leave detailed feedback on Steam, our Discord, and here on Reddit. We read all of it.

When we first designed Factomancer, we built it as a no-pause experience, closer to an RTS than a traditional automation game. Part of the goal with Factomancer was to make the automation genre more accessible by leaning into roguelite structure, runs, escalating stakes, that kind of tension. But stacking real-time pressure on top of that roguelite pressure ended up being too much. Two systems fighting for the same kind of tension, when really only one needed to be there.

Across your reviews, our community hub, and Discord, one piece of feedback came up again and again: the lack of pause and the time pressure. We understand no pause can be a dealbreaker for some.

But, we didn't want to just flip a switch on this. Pacing and pressure are part of the original vision, so we tested pause internally and with our Discord community first, to make sure it would fit naturally rather than change what makes the game feel like Factomancer. The results were clearly positive across the board, for newcomers and veterans alike.

So: pause is here. You'll be able to build at your own pace.

If the no-pause design kept you from giving Factomancer a real shot, we'd love for you to come try it again.

We're building this game with our community, and this update is a direct result of that.

The Voltige Games team

u/VoltigeGames — 2 days ago

Factomancer is evolving with your feedback, the pause is here!

Hey there !

We're the devs behind Factomancer, a factory-automation roguelite that's been in demo for a bit over a month now. First off, thank you. The response since launch has been amazing, and a lot of you took the time to leave detailed feedback on Steam, our Discord, and here on Reddit. We read all of it.

When we first designed Factomancer, we built it as a no-pause experience, closer to an RTS than a traditional automation game. Part of the goal with Factomancer was to shake up the genre a bit by leaning into roguelite structure, runs, escalating stakes, that kind of tension. But stacking real-time pressure on top of that roguelite pressure ended up being too much. Two systems fighting for the same kind of tension, when really only one needed to be there.

Across your reviews, our community hub, and Discord, one piece of feedback came up again and again: the lack of pause and the time pressure. We understand no pause can be a dealbreaker for some.

But, we didn't want to just flip a switch on this. Pacing and pressure are part of the original vision, so we tested pause internally and with our Discord community first, to make sure it would fit naturally rather than change what makes the game feel like Factomancer. The results were clearly positive across the board, for newcomers and veterans alike.

So: pause is here. You'll be able to build at your own pace.

If the no-pause design kept you from giving Factomancer a real shot, we'd love for you to come try it again.

We're building this game with our community, and this update is a direct result of that.

The Voltige Games team

u/VoltigeGames — 3 days ago

Fixing up our tutorial and settings based on your feedback so you can get to building faster.

Hey everyone, I just wanted to say a massive thank you to those who took the time to play the Factomancer demo and leave feedback. It genuinely helped us spot a ton of issues we had completely missed, and it’s giving us a lot more confidence heading into Steam Next Fest this week.

We just pushed a fresh update to the demo based on that feedback. We completely revamped the settings (finally added full key-rebinding!) and smoothed out the tutorial so it's much friendlier to get into.

To celebrate Next Fest and show some appreciation, we're actually hosting a little contest on our Discord this week to give away 3 full game keys.

Thanks again to this awesome community. If you love building games and haven't had a chance to try the demo yet, we’d love for you to give it a shot and tell us what you think!

reddit.com
u/VoltigeGames — 20 days ago

We revamped our demo's tutorial and added key-rebinding just in time for Next Fest!

Hey everyone, I just wanted to say a massive thank you to those who took the time to play the Factomancer demo and leave feedback. It genuinely helped us spot a ton of issues we had completely missed, and it’s giving us a lot more confidence heading into Steam Next Fest this week.

We just pushed a fresh update to the demo based on that feedback. We completely revamped the settings (finally added full key-rebinding!) and smoothed out the tutorial so it's much friendlier to get into.

To celebrate Next Fest and show some appreciation, we're actually hosting a little contest on our Discord this week to give away 3 full game keys.

Thanks again to this awesome community. If you love roguelites mixed with strategy and haven't had a chance to try the demo yet, we’d love for you to give it a shot and tell us what you think!

u/VoltigeGames — 20 days ago

Smoothed out our tutorial and added key-rebinding for our automation/strategy demo just in time for Next Fest

Hey everyone, I just wanted to say a massive thank you to those who took the time to play the Factomancer demo and leave feedback. It genuinely helped us spot a ton of issues we had completely missed, and it’s giving us a lot more confidence heading into Steam Next Fest this week.

We just pushed a fresh update to the demo based on that feedback. We completely revamped the settings (finally added full key-rebinding!) and smoothed out the tutorial so it's much friendlier to get into.

To celebrate Next Fest and show some appreciation, we're actually hosting a little contest on our Discord this week to give away 3 full game keys.

Thanks again to this awesome community. If you love strategy games and haven't had a chance to try the demo yet, we’d love for you to give it a shot and tell us what you think!

u/VoltigeGames — 20 days ago

Fixing up our tutorial and settings based on your feedback so you can get to the automation faster.

Hey everyone, I just wanted to say a massive thank you to those who took the time to play the Factomancer demo and leave feedback. It helped us spot a ton of issues we had completely missed, and it’s giving us a lot more confidence heading into Steam Next Fest this week.

We just pushed a fresh update to the demo based on that feedback. We completely revamped the settings (finally added full key-rebinding!) and smoothed out the tutorial so it's much friendlier to get into.

To celebrate Next Fest and show some appreciation, we're actually hosting a little contest on our Discord this week to give away 4 full game keys.

Thanks again to this awesome community.
If you love Automation games and haven't had a chance to try the demo yet, we’d love for you to give it a shot and tell us what you think!

u/VoltigeGames — 20 days ago

Launching with 1,000+ wishlists felt great, but the pre-Next Fest slump is real. We're fighting back with a major demo update today.

Hey everyone,

I wanted to share a bit of our journey leading up to Steam Next Fest. We were incredibly fortunate to cross 1,000+ wishlists right at launch, which felt amazing and gave our team a huge burst of momentum.

But as many of you in this sub know, maintaining that momentum and finding consistent traction before a major festival is an uphill battle. The pre-Next Fest slump is real, and it’s tough getting eyeballs on a project right now.

Because of that, we made a strategic bet: we pushed our demo out early. We knew it wasn't perfect, but we wanted to use this quiet period to gather raw, honest player feedback so we could head into Next Fest with the best build possible.

It paid off. The players who tried it pointed out some major blind spots. Thanks to them, we just rolled out an update that completely revamps our tutorial and finally adds full key-rebinding.

We’re hoping for the best this Next Fest, and we’re doing everything we can to give Factomancer its best shot. To celebrate the update and the upcoming fest, we’re also hosting a little contest on our Discord this week to give away 4 full game keys.

If you have a few minutes to check out the updated demo and let us know if the tutorial feels better, it would mean the world to us.

I'll leave the Steam and Discord links in the comments below.

Good luck to everyone else in the fest right now!

Hope everyone is doing great!

u/VoltigeGames — 20 days ago

We took player feedback and completely revamped our demo right before Steam Next Fest!

Hey everyone,

I’ll be completely honest: launching an indie game right now is terrifying, and trying to get traction before Steam Next Fest has been a massive uphill battle for us.

We made the decision to push our demo out early specifically because we wanted to find our flaws and build the best version possible before the festival hits. The bad news? It's been tough getting eyeballs on it. The great news? The few people who did play it gave us incredibly honest feedback.

Thanks to those early players, we realized our tutorial was too confusing and our settings were lacking. So, we just pushed a fresh update that completely revamps the tutorial and finally adds full key-rebinding.

To thank the community, we're also hosting a little contest on our Discord this week to give away 4 full game keys when we launch.

Links to the Steam Demo and Discord are right below.

Thank you so much for reading.

u/VoltigeGames — 20 days ago

Roguelites feel like they've merged with almost every genre... except automation. So we made a game about it!

Hi everyone!

I feel like roguelites have been mixed with basically every genre at this point: deckbuilders, FPS, Action Games... you name it. But we kept wondering: why has no one done a run-based factory game? :p

We were thinking, what if you took the logic of automation, but instead of a 100-hour infinite sandbox, you put it into a fast-paced "just one more run" loop?

So, we spent 1 year trying to see if this weird idea actually works, and we just put a public demo of our game, Factomancer!

Instead of one endless map, it’s mission-based. Every run gives you different tech/magic to draft, random events to deal with, and some permanent progression when you finish (or fail).

Honestly, we don't have enough similar games to compare... Do you think this combination is a good idea? :)

If you have some time to try it, we can’t wait to hear your feedback!
https://store.steampowered.com/app/3979570

https://preview.redd.it/obgcincjah5h1.png?width=3840&format=png&auto=webp&s=496036a303ca433f68b48a36bbe6045a43d6ac92

reddit.com
u/VoltigeGames — 1 month ago

What happens when you mix Factorio with a Roguelite? We made a game about it and just released a demo!

Hi everyone,

We are huge fans of the "just one more run" loop, but we also love the deep, brain-burning logic of automation and factory games. For a long time, we kept asking ourselves: What if you took the core mechanics of a factory game, but instead of an infinite sandbox, you put it into a fast-paced, run-based Roguelite structure?

We spent the last year turning that "what if" into reality. :)

Our game is called Factomancer. Instead of building one massive factory for 100 hours, you go on shorter, mission-based runs with magic-tech progression. You build setups, adapt to the draftable tech/magic you get each run, meta-progress between runs, and face distinct end-points.

Since the core gameplay relies heavily on the Roguelite loop, we would love to get the perspective of this community. We just launched a public demo on Steam for Next Fest and we're looking for honest feedback: Does the automation-loop blend well with the Roguelite structure? Or are we crazy for trying to mix these two genres?

If you have some time to check out the demo, please let us know what you think! :D

https://preview.redd.it/po03w3ooio4h1.png?width=3840&format=png&auto=webp&s=8686b2284626371d2790074ee279a81cc2d8d4a2

reddit.com
u/VoltigeGames — 1 month ago
▲ 83 r/AutomationGames+1 crossposts

Satisfactory is perfect, but I always wished I could play it in "short bursts." So we tried building that.

Hi everyone,

First off, I have to say: we are huge Satisfactory fans. It was the game that started it all for us and honestly ruined our sleep schedules for a long time. It’s one of the gold standard of the genre, and we have nothing but massive respect for what Coffee Stain has built.

But after hundreds of hours, I started wondering: what if I didn’t have to commit to a 100-hour save every time I wanted to build a factory? What if there was a way to have that same "optimization high" but in a shorter, high-intensity roguelite loop?

That’s the itch we’re trying to scratch with our game, Factomancer. Instead of one infinite map, you’re sent on specific missions. You build, you optimize, you complete the goal (or fail), and then you use your progress to unlock new tech for the next run.

We’ve just put out our first demo because we really want to see if this "Roguelite Factory" idea actually resonates with people who love the genre as much as we do.

If you’re a factory game veteran looking for a different kind of challenge, we’d love for you to check out the demo and tell us what you think! :)

https://store.steampowered.com/app/4678410/Factomancer_Demo/

u/VoltigeGames — 1 month ago

Does a "Roguelite Factory" actually work? Just released a demo to find out.

Hey everyone,

After a year of work, our small studio in France has just released our first demo! The core idea of our game is to take the automation we all love but put it into a roguelite loop.

Basically:

  • You get a mission and a map.
  • Build your production lines, meet the goal, and extract.
  • If you fail, you still get to unlock new recipes/tech for the next run.

We’re trying to move away from the "one infinite save" formula to see if shorter, high-intensity runs feel good in this genre.

Do you think the genre can handle a roguelite loop? We’ve just put out a demo and would love to hear your feedback!

https://preview.redd.it/rbyloztdxv3h1.png?width=3840&format=png&auto=webp&s=1b9f86639b697fbcc5186e1656e09154b314b11a

reddit.com
u/VoltigeGames — 1 month ago
▲ 70 r/AutomationGames+2 crossposts

After a year of hard work, our small French studio has finally released its first demo!

Playable Link: https://store.steampowered.com/app/3979570/Factomancer

Platform: PC and Mac

Description: Hi everyone!

We’re a small indie team from France, and we just hit a big milestone: the demo for our first game, Factomancer, is finally live!

It’s a factory builder set in a world where magic and machines meet. We wanted to try something a bit different from the traditional formula:

  • The Loop: Tackle missions with evolving challenges and dynamic events.
  • Progression: Unlock new recipes and tech after each run.
  • The Setting: A 3D stylized world where magic and machinery scale together.

We just released our first public demo. Combining factory automation with roguelite elements is a bit of an experiment for us, and we’re really curious to see if this style approach to automation resonates with players!

If you like automation, roguelites, or just the pure satisfaction of optimizing production chains, please give it a look. We’d love to hear your honest feedback!

Free to Play Status:
Demo, free to play

u/VoltigeGames — 1 month ago
▲ 4 r/AutomationGames+1 crossposts

Factomancer – We're looking for 20-30 testers this weekend!

Hey there!

We're Voltige Games, a small indie studio based in Lyon, France, and we're working on Factomancer an automation roguelite game !

We're getting close to releasing our demo and before we do, we'd love to have some players help us hunt down bugs, balancing issues and potential localization errors with a private playtest session.

When? Friday May 22nd evening → Monday May 24th morning (CET)

Spots available: 20–30 testers (selection required)

How to apply: Fill out this short form: [FORM LINK] (A quick NDA will be included as the build is not public yet)

Feedback & communication: If selected, we'll reach out via Discord DM.

All bug reports and feedback will go through our Discord server, so you'll need to join to participate. [DISCORD LINK]

We're a small team and every report genuinely makes a difference. If you're into automation, strategy, or roguelites, we'd love to have you on board!

You can find our page steam here

u/VoltigeGames — 2 months ago

Hi everyone!

Like many of you, we are captivated by the endless pursuit of the golden run.

We’ve been working on a project called Factomancer, trying to answer a specific question: How can you incorporate automation mechanics into a roguelite setting?

In Factomancer, "Magic" isn't just an aesthetic, it's the power source for your industry. You have to build, automate, while adapting to the unexpected constraints of a roguelite run.

We’re a small team from France and we’d love to get some feedback from people who actually know their way around a production line.

Does this kind of gameplay look engaging to you? We’re also planning a playable Demo for next month. Would love to hear your thoughts on the mechanics shown in the video!

u/VoltigeGames — 2 months ago

Hi everyone! Like many of you here, we are obsessed with complex systems and efficient layouts.

We’ve been working on a project called Factomancer, trying to answer a specific question: How do you keep automation challenging in a roguelite setting?

In Factomancer, "Magic" isn't just an aesthetic; it's the power source for your industry. You have to build, automate, and optimize your production lines while adapting to the unexpected constraints of a roguelite run.

We’re a small team from France and we’d love to get some feedback from people who actually know their way around a production line.

Does this kind of gameplay look engaging to you? We’re also planning a playable Demo for next month. Would love to hear your thoughts on the mechanics shown in the video! :)

u/VoltigeGames — 2 months ago