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
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.
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.
Drag-and-drop factory modules onto the grid. Chain extractors, smelters, forges, and reactors into flow lines that feed your expansion.
Raid intensity scales with your output. Emplace turrets, EMP emitters, and maintenance bots. Every module you build makes you louder — and a bigger target.
Expand into fog-shrouded terrain. Intercept transmissions from dead factories. A signal pulses from the night side. Something is listening.
Standard-issue hardware. Chunky silhouettes, high readability at 48 px. Idle animation per module; renderer freezes on frame 0 when unpowered.
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.
Harvests solar flux into a +5 MW power zone of radius 6. Output drops during dust storms.
Chevron stripes scroll at 1.25 tiles per second. Solids only — cryo-coolant routes through Pipe.
Accepts items from any side. Alternates output between forward and 90° clockwise — a clean 50/50 ratio.
Furnace flame flickers across 8 frames. Consumes 1 Iron Ore, outputs 1 Iron Ingot every 2.0 s.
Radar dish sweeps 45° per frame. Generates 0.05 RP/s and reveals terrain within radius 7.
Crafts 1 Iron Ingot → 2 Repair Kits in 3.5 s. Feeds the Maintenance Bot fleet.
Accepts items from any side. Contents drop into your global inventory automatically.
Extends the power grid by 4 tiles when placed inside an existing zone. Chain them to reach the frontier.
Tracks the nearest hostile within range 5. Fires once per 0.9 s. Ammo-free, power-dependent.
Pulse-stuns every hostile within radius 3.5 for 2.5 s. 9 s recharge. High-draw crowd-control.
Beams +3 HP/s into damaged neighbours within radius 3. Burns one Repair Kit per 5 s of active repair.
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.
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.
Routes only Cryo-Coolant. One tile per 1.1 s. Unlocks via Cryogenic Flow research.
Combines 1 Iron Ingot + 1 Silica Dust into 1 Alloy Plate every 3.0 s. Hammer rises and strikes.
Prints 1 Circuit from 1 Alloy Plate + 1 Silica Dust every 4.0 s. Trace lines light up sequentially.
Pulls 1 Salvage from inventory and outputs 1 Iron Ingot every 3.0 s. Turn AUTON wreckage into supply.
Same +3 HP/s repair beam as the Mk I — but revives modules from 0 HP. Field-recovery protocols.
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.
Banks 60 power-seconds and keeps the module it faces alive straight through a brownout. Insurance for the turret line when the grid dips.
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.
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.
Forges Circuits + Compressed Cells into Neural Cores — the component that gates the deepest branches of the tree.
Experimental +60 MW reactor. Feed it Compressed Cells and coolant and it roars; starve the coolant and ignition burns the chassis down.
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.
Runs Research Samples + coolant into Research Results — the engine of module-variant research. Pick a target module and let it cook.
Reviews Research Results to publish module variants. 10 / 25 / 50 results unlock Tier 1 / 2 / 3 upgrades — permanent and factory-wide.
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.
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.
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.
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.
Module decay. AUTON raids with A* pathing. Dust storms that cut solar output. Black-market shortages. The factory is never safe.
Drag to place. Pinch to zoom. Tap to rotate. Designed for one-handed play on any screen size. No menus, no right-clicks.
Pay once, own everything. No ads, no IAP, no energy timers, no battle pass. The Factorio audience deserves better.
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.
Cold industrial dystopia. Desaturated greys, accent hue per resource type. The factory feels alive — conveyors scroll, reactors pulse, smoke rises.
FeIRON OREAMBER
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InIRON INGOTBRONZE
AlALLOY PLATEVIOLET
CtCIRCUITGREEN
CcCOMP. CELLVIOLET
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KtREPAIR KITGREENThe current build is the playable foundation. Future updates will expand content, polish, balance, and the world around Factory Unit 7.
Out now on Apple platforms and Android. Wishlist on Steam. One purchase, every update — no ads, no IAP, no timers.
Swap blueprints, report anomalies, and talk factory layouts with the crew.