The Colony Update Since launch you've been building factories on a dead planet, alone. Not anymore. A living colony A native settlement now grows right beside your crash site — and it's yours to keep alive. Feed it food, pipe it water, wire it power, and the town climbs through seven tiers, from a handful of survivors in a camp all the way to a 50,000-soul metropolis. Let it starve and unrest creeps in, tier by tier. The town is alive. Named citizens — David Shenler, Mara Voss, and others — walk the streets, idle, greet you, and chat with each other. Buildings upgrade as the colony grows, windows light up at night, and settlement lamps throw a warm glow across the dark. A new CITY app in the Mainframe tracks population, rations, water, and unrest. P.Logic — program your factory A full pneumatic logic language is now in the game. Sensors, wires, gates, comparators, latches, timers, and counters (with 7-segment lamp displays) let you build real automated control. Research-gated and blueprint-ready. A reshaped world Worldgen has been rebuilt from the ground up. Rivers now flow properly — tributaries, creeks widening into rivers, depression-lakes, waterfalls on steep drops, and valleys carved along the banks. Biomes form coherent regions instead of speckled noise. And a lot more Two-lane belts — belts now carry two independent item lanes Architecture — auto-tiling walls that connect into rooms, plus floor painting and zones Three-phase power — heavy machines now demand serious grids Look / inspect cursor — press K to inspect any tile, enemy, critter, or machine Play it free The demo is the real opening arc — crash-land, automate, bring the grid online, and meet the colony. It's free. If you like what you build, the full game is one click away. Thanks for being here early. This is a solo project, and every wishlist and bit of feedback genuinely shapes what comes next. — Hyena Studios
Intorducing analog programming language - P.LogicP.Logic (Pneumatic Programming) system lets you build completely automated, self-regulating circuits that read pressure, make logical decisions, and act on your infrastructure without lifting a finger.🛠️ The Logic Pipeline: Sense → Wire → Compute → ActPneumatic programming follows a strict, beautifully simple four-stage architecture. If your circuit isn't working, trace it along this path:1. SENSEBefore your factory can think, it needs to feel.⊕ Pressure Sensor: Your primary input. Reads the adjacent steam or fluid percentage directly from your pipe networks.2. WIRESignals need a path to travel.┼ Signal Line: Carries a single numeric value from 0–100. The best part? Zero signal decay, no matter how long the line stretches across your terminal grid.3. COMPUTEThis is where the magic happens. You take your raw pressure numbers and apply conditions:⊽ Gate: Classic logic processing supporting AND / OR / NOT / XOR gates.◧ Comparator: The threshold gate. Turns ON only when the input is $\\ge$ or $\\le$ a setpoint you dictate.⧔ Memory (SR Latch): Holds a state using set/reset faces—perfect for maintaining an automated system state until a critical override occurs.⧕ Timer: A reliable system clock that sends precise pulses over a defined period.4. ACTThe payout. Your logic tells physical hardware what to do.⊟ Governor: Remotely switches a target machine completely ON or OFF.ⱶ Pilot Valve: Gates steam and fluid flow entirely based on incoming logic signals.⚙️ Lamp / ! Whistle: Visual indicators or loud alarm sirens to let you know right before a catastrophic pressure failure occurs.
Hello Dear automators!New demo rooled out, with a lot of improvements.Settings page - ui scale, fulscreen, + moreUpdated world generations with more immerse Kepler planet architecture, like rivers, cliffs, +moreAutomtation - 2sided belt, underground pipes + morenew inserter type - SKEW inserter!Must try: K button - inspectM button - mainframe+more