Core Splitter blends factory automation with tactical combat in a feedback loop where you manufacture units to raid enemy bases, then funnel captured resources back into production. Automation expands your industrial capacity while procedural battles handle the combat, letting you focus on optimizing supply chains and army composition. It appeals to players who enjoy both incremental progression systems and the strategic layer of unit deployment against AI threats.
About this game
Automate your factory to fuel a planet-splitting laser drill. Mass-produce mechanized combat units, deploy them in tactical auto-battles to conquer enemy outposts, and route their resources back to your expanding mega-factory. Grow your army and destroy the Runaway Artificial Superintelligence (RAS)
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With this patch I am hoping to create a finalized demo experience. Core Splitter will be in the October Next Fest. You can still expect a 2 - 3 hour playtime for finishing the demo run.For a while Core Splitter had a problem where the drill's output was not that useful. This has now been addressed, I have introduced new ways to convert the output of the drill into parts for the factory. There’s now a reason to keep scaling up your production line and drill speed.With the ability to place sites yourself and harvest RAS you can setup a RAS ore farm which allows you to set up a factory that can convert RAS ore to any resource you need, given you build the infrastructure for it and don't lose control of those hostile sites.Through a rework of Surface Drills, you are now able to have multiple small lasers drilling in the early game. Each Surface drill adds it's own laser to Drill View. This is how you collect research materials early on from now on.Ras Site Generators give you more control over the enemy's sites. You are now able to place a RAS Site Generator and convert it into a site of your choosing. However you will not own it yet when converted so you still need to get control of it. Given you have enough resources, you can create any of the 3 sites. Breakthrough has changed. When drilling deep enough to reach a reinforced layer, a breakthrough event now triggers RAS to start defending by pushing up tiles of Reinforced Titanium. Bring enough drilling power to clear them before they reach the top or else the drill is overwhelmed and your drill depth regresses.Ability feed triggers look a bit nicer:New featuresAdded Demo sector MAK-893, a fixed demo training map. The Light Buddy follows you around and guides you through your training as a Core Splitter.Added a new raw material: "Rasium Ore" it can be harvested from RAS Tendrils. After destroying it there is a chance that the tile becomes a Rasium Ore tile.Added the RAS Site Generator. Players can now create their own ...
Reworked energysystem to give a more clear overview of status of energy in the last 10 seconds and last 1 minute on average.New sciencehub building sprite, old placeholder replaced:Belts now properly connect into each other to form a path: Items on belts are still jumping when they transfer, that may be fixed in a future update.Visual changes:Max brightness: Colors are blended better, contact shadows, different bloom, more general color scheme and lighting: Settings:
Tier 1 and Tier 2 drills are now available in the demo. Tier 3 and beyond will be reserved for the full game.Additionally you can now progress to the Crust 2 layer in the demo.
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