FACTORY UNIT 7  ·  TERMINATION BELT

Humanity's last operational facility. A crumbling megastructure on a hostile planet. Keep it running. Expand its output. Uncover the truth of what silenced every other factory before it.

> _
BUILD v1.1.2
PLATFORM iOS / ANDROID / MAC / WIN / WEB
STATUS OPERATIONAL
FILE: TRX-00471.LOG // FRAGMENT 3/7 // RECOVERED 2287.04.11 DECRYPTED

INTERCEPTED TRANSMISSION

VEYRA-9 is a tidally locked industrial planet, stripped of its resources by three centuries of automated mining. One hemisphere burns under a dying star. The other freezes in permanent night.

In the narrow habitable strip between them — the Termination Belt — your factory is the last one still running. That makes you a target.

Build production chains. Defend against rogue AUTON patrols. Research lost technology. Trade with the Remnant Syndicate. Piece together the fragments of what silenced every factory before yours.

01
DIRECTIVE // BUILD

Assemble Production Chains

Drag-and-drop factory modules onto the grid. Chain extractors, smelters, forges, and reactors into flow lines that feed your expansion.

02
DIRECTIVE // DEFEND

Repel AUTON Incursions

Raid intensity scales with your output. Emplace turrets, EMP emitters, and maintenance bots. Every module you build makes you louder — and a bigger target.

03
DIRECTIVE // DISCOVER

Trace the Signal

Expand into fog-shrouded terrain. Intercept transmissions from dead factories. A signal pulses from the night side. Something is listening.

◇ APPENDIX A

MODULE CATALOG

Standard-issue hardware. Chunky silhouettes, high readability at 48 px. Idle animation per module; renderer freezes on frame 0 when unpowered.

TIER 01 FOUNDATION 12 UNITS // STANDARD ISSUE
UNIT // EXTRACTOR-01

Deep-core Extractor

Three-blade drill rotating 360° over 8 frames. Pulls iron, silica, or cryo-coolant from bedrock veins. Outputs east by default; rotate to feed any belt or pipe direction.

  • CLASSRESOURCE
  • DRAW0.2 MW
  • TIERI
  • HP100
UNIT // SOLAR-01

Solar Relay

Harvests solar flux into a +5 MW power zone of radius 6. Output drops during dust storms.

  • CLASSPOWER
  • OUT+5 MW
UNIT // BELT-01

Conveyor Belt

Chevron stripes scroll at 1.25 tiles per second. Solids only — cryo-coolant routes through Pipe.

  • CLASSLOGISTICS
  • FLOW1.25/s
UNIT // SPLIT-01

Splitter

Accepts items from any side. Alternates output between forward and 90° clockwise — a clean 50/50 ratio.

  • CLASSLOGISTICS
  • RATIO1:1
UNIT // SMELT-01

Basic Smelter

Furnace flame flickers across 8 frames. Consumes 1 Iron Ore, outputs 1 Iron Ingot every 2.0 s.

  • CLASSPROCESS
  • CYCLE2.0 s
UNIT // SIG-07

Signal Tower

Radar dish sweeps 45° per frame. Generates 0.05 RP/s and reveals terrain within radius 7.

  • CLASSSCAN
  • RP/s0.05
UNIT // WORK-01

Workbench

Crafts 1 Iron Ingot → 2 Repair Kits in 3.5 s. Feeds the Maintenance Bot fleet.

  • CLASSCRAFT
  • YIELD1:2
UNIT // BIN-01

Storage Bin

Accepts items from any side. Contents drop into your global inventory automatically.

  • CLASSSTORAGE
  • DRAW0 MW
UNIT // COND-01

Power Conduit

Extends the power grid by 4 tiles when placed inside an existing zone. Chain them to reach the frontier.

  • CLASSPOWER
  • RADIUS4
UNIT // TURR-01

Turret

Tracks the nearest hostile within range 5. Fires once per 0.9 s. Ammo-free, power-dependent.

  • CLASSDEFENSE
  • DPS~24
UNIT // EMP-01

EMP Emitter

Pulse-stuns every hostile within radius 3.5 for 2.5 s. 9 s recharge. High-draw crowd-control.

  • CLASSDEFENSE
  • DRAW8 MW
UNIT // BOT-01

Maintenance Bot

Beams +3 HP/s into damaged neighbours within radius 3. Burns one Repair Kit per 5 s of active repair.

  • CLASSSUPPORT
  • RATE+3 HP/s
GATE // ADVANCE

Research Required

Tier 2 modules are research-gated. Build a Signal Tower to start generating Research Points, then spend them in the Blueprint Tree to unlock Pipe, Alloy Forge, Fabricator, Reactor Core, Coolant Manifold, Surge Buffer, Sample Lab, Recycler, and Bot Mk II.

▼ PROCEED TO TIER 02
TIER 02 INDUSTRIAL 09 UNITS // RESEARCH-GATED
UNIT // RC-01 // RESTRICTED

Reactor Core

Burns 1 Alloy Plate every 15 s for +20 MW. Co-feed cryo-coolant through a pipe and output doubles to +40 MW. Projects a radius-8 power zone independent of solar — the centrepiece of any late-game grid.

  • CLASSPOWER
  • OUT+20/+40 MW
  • TIERII
  • HP220
UNIT // PIPE-01

Pipe

Routes only Cryo-Coolant. One tile per 1.1 s. Unlocks via Cryogenic Flow research.

  • CLASSLOGISTICS
  • FLOW0.9/s
UNIT // FORGE-02

Alloy Forge

Combines 1 Iron Ingot + 1 Silica Dust into 1 Alloy Plate every 3.0 s. Hammer rises and strikes.

  • CLASSPROCESS
  • CYCLE3.0 s
UNIT // FAB-02

Fabricator

Prints 1 Circuit from 1 Alloy Plate + 1 Silica Dust every 4.0 s. Trace lines light up sequentially.

  • CLASSPROCESS
  • CYCLE4.0 s
UNIT // RCY-02

Recycler

Pulls 1 Salvage from inventory and outputs 1 Iron Ingot every 3.0 s. Turn AUTON wreckage into supply.

  • CLASSPROCESS
  • YIELD1:1
UNIT // BOT-02

Maintenance Bot Mk II

Same +3 HP/s repair beam as the Mk I — but revives modules from 0 HP. Field-recovery protocols.

  • CLASSSUPPORT
  • REVIVEYES
UNIT // MANIFOLD-02

Coolant Manifold

Buffers up to 20 units of Cryo-Coolant and fans it out three ways. One pipe trunk now feeds a whole bank of coolant-hungry machines.

  • CLASSFLUID
  • STORE20
UNIT // SURGE-02

Surge Buffer

Banks 60 power-seconds and keeps the module it faces alive straight through a brownout. Insurance for the turret line when the grid dips.

  • CLASSPOWER
  • BANK60 MWs
UNIT // LAB-02

Sample Lab

Distils a stack of any item into a single Research Sample — the raw input that drives module-variant research. Configure the input; 4→1 or 8→1 by tier.

  • CLASSRESEARCH
  • YIELD4-8:1
TIER 03 DEEP-TECH 06 UNITS // LATE-GAME
UNIT // QC-03 // RESTRICTED

Quantum Compressor

Crushes Alloy Plate + Cryo-Coolant into Compressed Cells — the dense fuel every Tier 3 process and the deep-tech tree runs on. Coolant must arrive by Pipe. Where the late game really begins.

  • CLASSPROCESS
  • CYCLE6.0 s
  • TIERIII
  • OUTComp. Cell
UNIT // FORGE-03

Forge Engine

Forges Circuits + Compressed Cells into Neural Cores — the component that gates the deepest branches of the tree.

  • CLASSPROCESS
  • CYCLE8.0 s
UNIT // DC-03 // VOLATILE

Dark Cell

Experimental +60 MW reactor. Feed it Compressed Cells and coolant and it roars; starve the coolant and ignition burns the chassis down.

  • CLASSPOWER
  • OUT+60 MW
UNIT // LIFT-03

Stasis Lift

Phases any stored item out of your global inventory and lifts it onto the belt in front — turning the whole warehouse into a tap. Unlocks via Decompression Protocols.

  • CLASSLOGISTICS
  • SRCINVENTORY
UNIT // DATA-03

Data Centre

Runs Research Samples + coolant into Research Results — the engine of module-variant research. Pick a target module and let it cook.

  • CLASSRESEARCH
  • OUTRESULT
UNIT // RND-03

R&D Department

Reviews Research Results to publish module variants. 10 / 25 / 50 results unlock Tier 1 / 2 / 3 upgrades — permanent and factory-wide.

  • CLASSRESEARCH
  • UNLOCKVARIANTS
CLASSIFIED // CLEARANCE ▓▓

[ REDACTED ]

One blueprint never appears in the tree. It is found, not unlocked — and it is raised along a single axis, end to end, only once everything else is already running. “We can’t fix this world. But we can go back.” What it is, and what it costs, is for the Overseer who reaches the end to discover.

// ENDGAME // DO NOT DISCLOSE //
SYSTEMS ADDENDA SUPPORTING DOCTRINE
ADDENDUM // WORLD

Procedural Terrain

Every map is seeded and expands as you explore. Iron near spawn, silica mid-latitudes, coolant on the frozen night side. Frontier chunks reward exploration with richer veins.

ADDENDUM // DISCOVERY

Derelict Landmarks

Out past the fog: a collapsed civic archive, a broken transit spine, a field-hospital shell, a scratched-out memorial. Each ruin carries a fragment of what happened here the week the factories went dark — uncover enough, and the story assembles itself.

ADDENDUM // PROGRESSION

Research & Blueprint Tree

Signal Towers generate Research Points; spend them to unlock Tier 2. Then the deep tree opens — Compressed Cells, Neural Cores, and a Sample → Data Centre → R&D loop that researches permanent variants of the modules you already run.

ADDENDUM // THREAT MATRIX

Systemic Hostility

Module decay. AUTON raids with A* pathing. Dust storms that cut solar output. Black-market shortages. The factory is never safe.

ADDENDUM // UX

Mobile-First Controls

Drag to place. Pinch to zoom. Tap to rotate. Designed for one-handed play on any screen size. No menus, no right-clicks.

ADDENDUM // COMMERCE

Premium. No Tricks.

Pay once, own everything. No ads, no IAP, no energy timers, no battle pass. The Factorio audience deserves better.

ADDENDUM // PERSISTENCE

Multi-Slot Save

Auto-save every 60 s into rotating slots. Manual save and named exports any time. Drop a save file into another machine and resume mid-raid — cloud sync lands with the 1.0 release.

◇ APPENDIX B

ART & ATMOSPHERE

Cold industrial dystopia. Desaturated greys, accent hue per resource type. The factory feels alive — conveyors scroll, reactors pulse, smoke rises.

TRANSMISSION // TRAILER
SCREENCAP // 001
An operational factory on Veyra-9 — a solar array powering a production line.
SCREENCAP // 002
The Field Manual — guided objectives walk you through your first production chains.
SCREENCAP // 003
Expanding across the frozen frontier, the safe-zone perimeter marked in cyan.
RESOURCE KEY
FeIRON OREAMBER
SiSILICABONE
CoCOOLANTCYAN
SvSALVAGERUST
InIRON INGOTBRONZE
AlALLOY PLATEVIOLET
CtCIRCUITGREEN
CcCOMP. CELLVIOLET
NcNEURAL CORECYAN
AmAMMOBRASS
KtREPAIR KITGREEN
PwPOWERYELLOW
◇ APPENDIX C

MISSION LOG

The current build is the playable foundation. Future updates will expand content, polish, balance, and the world around Factory Unit 7.

  1. OP-01
    EARLY ACCESS FOUNDATION
    Basic factory setup, core production loop, power, belts, research, defense, procedural terrain, and the first version of the survival/automation loop.
    STATUS AVAILABLE
  2. OP-02
    PLAYER FEEDBACK & BALANCE
    Tune pacing, onboarding, AFK/casual play, mobile controls, raid pressure, and quality-of-life based on Early Access feedback.
    EARLY ACCESS PRIORITY
    STATUS ACTIVE
  3. OP-03
    CONTENT EXPANSION
    More modules, production chains, items, resources, upgrades, and factory systems as the game grows.
    STATUS PLANNED
  4. OP-04
    WORLD, AUTON & STORY DEPTH
    More enemies, derelict sites, colony/mining-planet lore, Auton mysteries, and signals that reveal why this factory survived.
    STATUS PLANNED
  5. OP-05
    ART, SOUND & FULL RELEASE POLISH
    Improve graphics, sound effects, music, UI polish, atmosphere, accessibility, and overall presentation on the path toward full release.
    STATUS PLANNED
◇ APPENDIX D

GET THE GAME

Out now on Apple platforms and Android. Wishlist on Steam. One purchase, every update — no ads, no IAP, no timers.

PRIMARY
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PLAY
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PC · MAC
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COMMS // OPEN CHANNEL

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