Autonauts
Travel the universe colonising uninhabited planets with the sole goal of setting worlds in motion through the power of automation. Fresh from your spaceship you must harvest stick and stone and begin your colonisation efforts. Create rudimentary crafting items from blueprints and slowly build a number of workerbots to aid in your efforts. Teach and shape their artificial intelligence with a visual programming language, then instruct them to begin the formation of your colony. Marvel as a planet you’ve shaped becomes home to a civilisation of workerbots, happy to do your bidding! Expand further with the creation of colonists; beings that require your assistance to survive. Push your workerbots further by introducing fishing, cooking, housing, and tailoring and help the colonists into a state of transcendence.
Steam User 11
A stunning, feature-rich, polished, fun city builder that is all about programming your bots to automate everything - from making crude axes all the way to complex baking recipes and trains.
The core concept of the game is creating a bot, hitting the record button, doing some actions as the bot memorizes them, and have that bot repeat those actions forever. Make a tree chopper bot: grab an axe from a storage, then chop trees until axe breaks, repeat this forever. Make an axe maker bot: combine a stick and a stone together, put the axe in storage, repeat when storage isn't full. Make a bot that collects sticks and stones in different storage. Make some bots to replant the chopped trees again. A bot per task and soon enough you have a fully automated forestry that produces tree logs infinitely. Fun!
Take it a step further! Make a bot that pre-produces new bots for you to use and program away. Make a team of autobuilder bots that go craft new buildings automatically as you put a fresh blueprint down. Make a cart and have a bot deliver coal locally from a distant coal mine to speed up the production. Add more tree choppers by linking new bots to a previously created script. Make your own script templates for item production. Come up with a designated storage area. Make a cow farm and fence it off. It's all as fun as it sounds.
Autonauts is very polished and hits all the right notes. Moving any and all buildings is free and instantaneous - you can relocate your entire base if you wish. All resources are infinite. There is no time limit or negative events. Your goal is so build a massive network of bots that mine and produce all the necessary items. Depending on the gamemode, playstyle, and preference your total bot count can range from about 200 to 2,000+ in the end. There are two main modes, each should take 60-120 hours to fully complete.
Note that you absolutely do not need to be a programmer to fully enjoy this game. You do not write code in a traditional sense - at its core the bots are designed to repeat and mimic your own actions. You can, however, edit any script to add loops, if/else statements, and modify it further at your will. If you ARE a programmer you might find this system limiting at first but eventually as you discover more advanced features (which are countless) you'll find that it is more than enough. The discord community is always happy to help you out with some of the more advanced ideas that you may have.
All in all - an incredibly fun game, 200% recommended, I'm four full completions in and I still love it.
Steam User 9
Other popular reviews lament the lack of coding complexity that the game entails, but I find the bite size problems enjoyable. Any more complicated and I don't think the game would have the sticking power it does. As is, incredibly addictive.
Steam User 9
the addition of the bot database and removal of energy made this game 10000x more fun
Steam User 10
This satisfies the neurodivergent part of my brain.
Steam User 5
RIYL: Factorio, Satisfactory, Modded Minecraft (But I think you knew that)
I completed the main objective of the game in a bit under 300 hours of playtime, but I was far from optimal and I reckon I can greatly cut it with some strategy. This time includes a few AFK nights and moving of base. This wasn't all in one stretch, I would visit the game for a bit every month or so, either get bored because I stopped at a boring place in progression, or get sucked in and do nothing but autonauts for a week.
I personally think the progression was very satisfying, a lot of the interesting mechanics were saved to the end of the game, however. I personally preferred and spent more time on this than Factorio and Satisfactory, but modded minecraft is my baby and this will never hold a candle.
A note is that it's not really much about the coding, the problem solving you are going to apply is more in base design and seeking bottlenecks in your production line. All coding is in a drag and drop scratch-like, but most commands that you issue are just repeat-after-me's, and you only have to stick your hands in there to trim some of the useless commands the auto-record adds or add flow control. Maybe 80% of my bots were either crafting one item or taking a crafted item to it's proper storage container. I like to think of it like a slightly more tedious version of adding a crafting recipe to an ME system.
By the way the game is set up, it's almost impossible to make a task that requires any complicated code. Each robot should only really be performing an atomic task, so every time they introduce a more complicated mechanic, you are still mostly issuing simple tasks for the robots to do. In fact, making one robot that performs a complicated task is discouraged, as it will slow down production. Honestly I prefer it this way, scratch can be a pain to use sometimes and if I wanted to code, I would just code. They implement some slightly advanced features like an exit repeat function for flow control and a shout function for bots to communicate, but I just never found a reason to use them.
Tips:
At first your player can seem very limited and it's frustrating. This is on purpose, it incentives building robots and teaches you exactly what they can do, since you have identical operations. Honestly for the most part, my camera is wherever interests me and my player is god knows where because the only thing I do manually is teach robots and a bit of cleaning.
Most inconveniences will likely be absolved when you progress. Copy/paste becomes much easier when you get the bot database (and I think there's things in the workshop to help you unlock it easier), bot carry capacities become much greater and upgrades become useful, etc.
Use the official online wiki. It's very handy and I believe the intended way to progress as some mechanics aren't explained that well in game, and the TMI/NEI/JEI/autopedia thing can be kind of dog sometimes. Also, if something looks like it isn't renewable check the wiki. I was chiseling the mountains away to get rough stone until I saw you can just use the chisel on a stone deposit.
Start research on lowest resource to highest per progression tier. i.e. start with food, then clothes, then toys, etc. for each new level on the pyramid. Shelter can be last because it's kind of easy. The new food most likely requires the previous food to craft, so it has the longest chain of production, so you can work on automating clothes while that raises. The newest need you get most likely has a shallow chain of production, so you will stock up much faster. I hope that makes sense.
Be mindful of where you store and craft, I kept a centralized location for all of my storage, with a designated box for all construction on one side, and crafting at all of the other sides. I also had separate ares for food, wood, and metal (and you probably have an argument for an area for clothing too). Keep your farms far away and have bots import harvest to the base and export tools. Also, big infrastructure changes will need to happen when you start needing walls. Floors and power are pretty easy to work with, though.
I'm pretty sure everything in the environment except for ore deposits can be controlled. If you need swampland, you can use buckets of sand on fresh water, if you need closer water look into the dredger. Very rarely do you need your bots to make a big trip which i love because I tend to be a base homebody. I don't know what the trains are for but I never built one. By the time you reach that your bots are very fast so the world seems a lot smaller, and you already have carts for transport.
Get good with your backpack, especially late game when your robots get more storage. Saves a lot of crafting processing time because your bots are running around less. It allows you to carry multiple types of items which is important. Make backpack upgrades for your player to help you practice, it seems like a weird fringe mechanic but it's actually crazy useful. Also make yourself a scooter/skateboard while you're at it, you start zooming on the floors.
This game also adds a lot of camera controls for some reason. The ones I liked using was shift+middle click to rotate camera, and shift+R to reset. This helps find bots that are hiding behind things, as my base was packed tight.
Steam User 10
The gameplay itself is really fun, if you also like logic based automation-chain puzzles, like you'd see in Satisfactory or Rimworld. This is just that but without a cumbersome story and the stylised graphics stripped away. I'd recommend it.
I only have one issue. The Wuv system.
I am a grown ass man, and do not need to be subjected to concepts that a four year old would've outgrown. The logic puzzles are clearly more advanced than a simple kids game, so why the fuck am I farming babies for literal love hearts? I do not love these babies and would sooner feed them to my army of robots, if I could. Maybe the robots could shit me some Oil, which I could better use to advance research.
Oh- You'll want some context.
When you get to the second evolution of the game, you unlock research, which is fairly standard. You unlock a research machine, choose your next advancement and feed the machine a research consumable. These science points are called Wuv.
...No, I am not joking.
You are forced to cook an assortment food for babies (not a phrase, literal babies) so they generate Wuv for you. It's so overly-cutesy that it makes me physically ill. The amount of cringe I feel for playing this game any more than 10 hours into a save puts me off the game entirely. The devs have made a bold choice, and rub your face in it real hard.
So that's my review. The game is really fun but good God, I don't want to play it. Maybe you'll have better luck than me.
Ynsin.
Steam User 5
I freaking love this game. As a programmer, it is super simple to figure out how the drag & drop (scratch style) programming works, and with the right mindset you can make the most of your bots. Once you hit town level 7 and get the 64 instruction bots, the world opens up and you have so many possibilities. I've only had this game for about a month and have absolutely just gotten drawn into it in my free time at college and over winter break. Can't recommend this game enough!!!