This craft automation game brings you the most tempting features:
Or you can make robots to do that for you!

Enter CraftoMate! They can be scripted with visual programming to perform all kinds of tasks.
More importantly, they can be assembled and upgraded with surrounding materials.

Even more importantly: you can program them to harvest and craft those materials and eventually become a sustainable workforce, capable of terraforming the entire planet.
Just don’t forget to feed them once in a while… Though you can program them to do it themselves, too.
- Tiny robots
- Visual programming (for tiny robots)
- Crafting (performed by tiny robots)
- A rocket (carrying one tiny robot)
- Story (see below)
- A frozen planet to terraform
Or you can make robots to do that for you!

Enter CraftoMate! They can be scripted with visual programming to perform all kinds of tasks.
More importantly, they can be assembled and upgraded with surrounding materials.

Even more importantly: you can program them to harvest and craft those materials and eventually become a sustainable workforce, capable of terraforming the entire planet.
Just don’t forget to feed them once in a while… Though you can program them to do it themselves, too.
A dramatic delay of the map update
The command centers arm suddenly detached and started wandering around the map on its own like Thing from The Addams Family.\n
\n\n Map loading broke spectacularly. Some of the layers got mixed up and overlapped, turning our map into a glorious Frankenstein creation:\n
\n\n Objects started piling up on top of each other during map loading. Lets just say it looked chaotic.\n
\n\n And finally, a bug that taught us a good lesson. When we first wrote the logic for buildings (like breweries) and large objects (like volcanoes), we didnt plan for them to ever move. So technically, we could only make new maps if they were the same size and layout as the old ones. To fix that, we had to completely rewrite the old system and make buildings fully modular so they can exist anywhere, on any map. Moral of the story for fellow devs: always go for component-based design. Treat each system as a black box you can move wherever you like.\n
\n[/olist]\n\n
\n\nHey everyone! \n\nWeve been quiet for a while no devlogs, no updates and thats because weve been completely buried in developing the new maps youve been asking for.\n\nWe thought wed release the update on Tuesday or Wednesday. But, as it sometimes goes in game development, everything suddenly broke. Like, everything. So here we are on Thursday knee-deep in bugs. Instead of an update, please enjoy a short compilation of the funniest issues we ran into while trying to add something the game was never originally designed to handle.\n\n
Where the chaos came from\n
\nFirst, a bit of context: our game maps may look 2D, but under the hood, theyre layered like a cake. There are multiple layers for different things snow, grass, resources, and so on. While we were digging through this mess, we even found a mysterious mold layer. We honestly cant remember why it was ever added, but apparently its been sitting in the game this whole time. Imagine that!\n\nThe funniest bugs we found:\n
\nWell spare you the most technical details, but here are a few highlights from our personal hall of shame:\n[olist]\n\n
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\n\n
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\n[/olist]\n\nWhats next?\n
\nWere now fixing all these bugs and plan to release a beta version with maps next week. Stay tuned so you dont miss it![ 2025-10-16 14:49:42 CET ] [Original Post]
Minimum Setup
- OS: Ubuntu 16.04+. SteamOS
- Processor: 1.2 GHzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: Intel HD Graphics 3000
- Storage: 100 MB available space
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