Factory Time
https://deniszholob.github.io/factory-time/
A game about production inspired by incremental games and Factorio. Plan is to get this past alpha/beta stages and launch on Steam!
Help support this by telling your friends, giving a rating, following me, adding the game to your collections and joining the discord!
Steam page up which is currently under review but should be available at https://store.steampowered.com/app/4021110/
Work In Progress! (Audio is not at all ready)
Using Factorio and Satisfactory recipes and icons to get mechanics down. Final version of the game will have its own story goals additional mechanics and recipes.
Would love to hear back from players about their experience. Let me know what you liked what you didnt like and what you struggled with. Anything not clear? Ideas/Suggestions welcome!

Here are some planned TODOs:
# UPCOMING FEATURES
- Unique recipes
- Prestige mechanic
- Hover panels
- Menu/Settings work
- Audio work
- Robust saving/loading on executables
- Mod support
# Current ROADMAP
1. Unique recipes/story/new prestige+bonus mechanics
2a. Balancing/Feedback
2b. Polish/Audio/Game save/load
2c. Steam Push!
3. Localization
4. Marketing
5. Next Fest? https://partner.steamgames.com/doc/marketing/upcoming_events
6. Release
7. Mod support
Updated | 20 days ago |
Status | In development |
Platforms | HTML5, Linux |
Rating | Rated 3.7 out of 5 stars (15 total ratings) |
Author | Denis Zholob |
Genre | Strategy |
Tags | Clicker, factory, Idle, Incremental |
Average session | A few seconds |
Languages | English |
Inputs | Mouse |
Links | Homepage, Discord, YouTube, Instagram, Author |
Download
Install instructions
Linux
- .appimage is easiest and should just work
-if you want an installed app then, use .deb for debian based systems like ubuntu or linux mint etc... and .rpm for fedora etc...
Development log
- v0.4.2 Released: Bugfixes and DSP mode20 days ago
- v0.4.1 Released: Wishlist on Steam + Save/Load21 days ago
- v0.4.0 Released: Bonuses feature, new recipes and more!23 days ago
- v0.3.0 Released: New recipes and 3 Modes40 days ago
- Lore Intro and new Title45 days ago
- v0.2.1 Released: Windows + Linux builds and Addressing Feedback46 days ago
Comments
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Very fun :) just finished the default game mode, will probably be looking at the others soon. Wishlisted and looking forward to updates :)
Thanks for playing, glad to hear it was fun!
Do the various styles affect gameplay, or are they just skins? This was never made clear.
Different gameplay! Because there are different recipes and tech trees etc…
Oh, and I had thought they were reskins.
You should optimize the generators on items. It causes significant lag when getting up to higher numbers. I recommend just grouping up producers and multiplying output.
Gameplay loop is fun nice work!
Glad you had fun! Yes, optimization pass is in the plan, but a couple more core mechanics are priority first (prestige for example)
Listed features include prestige mechanic but it doesn't seem to be there yet?
Ah, its a section under “Here are some planned TODOs:” not current features, sorry for cunfusion. Coming out with a “Bonuses” and a couple QOL features this weekend, prestige is my next focus
my iron deposit ran out and im soft locked lol
XD you got power + 1 radar? if not yeah RIP haha New recipes i hope will not have a deadlock like that
Great factory game, but it needs some balance if you want to update the game further, for example the radar, it's not going to make water go positive income never as it stands now, water consumption is way to high in comparison to the metals, and being a flat decrease for all, it means nearly nothing for water.
For sure, using Factorio recipes for now, but everything will change coming soon. This is more of a test for mechanics and UI. Thanks for playing!
How do I know how much something is going to produce and how much it's going to consume in resources per second? For some reason never saw this.
When you have factories assigned you can hover on an item and detailed stats will show on the right panel
This is very cool and fun. Great Demo!
Are there any plans to implement pollution and the biter threat?
Maybe it's not what you are going for, but I think it would be super cool to replicate the delicate balance between factory expansion and devoting time and resources to producing gun turrets, walls, and ammo whenever your pollution gets too high.
Thanks! This will not be a copy of Factorio with pollution a biters. In fact the setting/story will be different. However, a similar mechanic to pollution is on my mind
I also like that concept a lot. And actually, I know of a developer who’s currently working on something along those lines, with a similar “pollution” mechanic. I think a demo will be out soon, so it’ll be interesting to see their approach 😏
You should probably indicate somewhere your prototype is using Factorio assets.
Good point, i updated the description. Will do an update with credits in game
Satisfactory is 3d Factorio and this is 1d Factorio
Would be pretty neat if that analogy catches on! O.O
Gameplay and Critique ;)
Oh this is great! Love the vid! Yeah, end game will have completely different recipes and feel. Ideally the game plays well enough to not need a tutorial, but we shall see. I would love to see a follow up vid to see your “end game” factory for this early release :D
Here is a sneak peak of the game direction! I think I will keep the factory recipes as a “mod” to load in and play at that point.
Thanks for checking this out and making the video!
The mod idea is awesome!
All games need a tutorial, especially indie games.
Wow very good!
Thank you, planning for a steam release in the near future!
Thanks for playing!
Very good demo so far! I think the framework is great.
There are some balancing issue with the current recipes, like each radar uncovering significantly less water than is needed to power it, making steam engines pretty much useless after the initial water has been used up, but for a demo it works well enough and it seems you are planning to rework the recipes so it shouldn't matter.
Currently the game starts to significantly slow down once you get into the thousands of machines, I think at the start simulating each machine individually is great but after 100 or so machines in one production line it could just switch over to a simplified input output calculation in the background instead, without any difference to the user, which should allow basically infinite scaling and I think that's always one of the best parts of these sort of games.
Yeah the recipes will change and there will be bonuses and a prestige mechanic so theoretically you wouldnt need to get into those numbers. But yes, performance ugh XD A hybrid approach might be a good idea!
About the radars/power: So steam engines are not completely irrelevant as they can give you a slight boost in energy that the radars eat. Steam engines produce way more than solar panels per unit so you can increase power production every time you get 120 radars for 12/s water. yes its not much but 1 steam engine powers 9 while you need at least 2 solar panels for 1. In my current game i have 21.34k solar and 144 steam engines for 9.31Mj/s and 4.47k radars.
Thanks for playing, keep an eye out for future updates!
Wait, the button to add a factory is INVISIBLE?!?!?!
That explains why I got stuck...
Edit: NVM apparently even having 3 factories to try and produce metal plates, showing 1.2/s means 0 production. Same with copper actually.
invisible or disabled? yeah its max theoretical production based on the factory assignments, so if you have some bottleneck downstream you would need to fix that to get the theoretical rate
I can click it, and numbers change, it's just that I had to use the tab trick to highlight the invisible button.
Theoretical is cool and all, but how do I bottleneck iron plates? Isn't that the first thing for factories?
You can make iron ore + coal (energy for lvl1 drill and furnace) for the iron plates manually until you have a drill to mine them automatically
Oh it needs energy.
Any reason there's no empty energy gauge/bar on the Iron plate recipe thing?
I see the recipe requires raw iron, so when I get that and nothing happens I think the game is just broken.
Recipe doesnt require energy but the furnace does If you click or hover on the furnace it will say “Operational requirement” coal
Ill have to think of a better way to communicate this or not use this in the full game version recipes
can we have a small thing of right clicking a item/resource to auto make/mine it so i can just speed through crafting and mining multiple things without having to go into that item/resource tab, this was mainly before you had automation but it can still be useful for the rest of the game
Problem is if that item has multiple recipes, how to know which recipe to make Maybe just chose the first one, or last one made…
I dont get how we move factories
While you cant move in one step, you can “Remove” from one resource and “Add” to another. Click on something like Iron Plate then on the left side you can add/remove furnaces using + and - buttons.
i think something is missing... I see no buttons
Hmm, might need a screenshot to see what you have. Or hop on discord
Ok, so for actual feedback, your nodes in the crafting area definitely need some kind of tooltip for what a given building or machine actually does before somebody builds one. I definitely had multiple times where I would build a new building or machine, realize I had no idea what it was for, and then went to clicking every other box to figure out what thing used it.
Oh good idea, ill def add some sentence descriptions; but also might just see if i can fit in a way to display all the items the machine can produce.
Thanks for playing!
Of course! If possible, the visually cleanest solution would be to have a window appear when you hover the mouse over one of the machines that just says: "Able to produce: <insert list of images below it>"