
In Powerplay, you will manage the economy and the military strategy of an industrial nation. Make sure to defend your assets and conquer new lands. Define your way to survival in the finite, merciless world of Powerplay.


Build, equip, and deploy huge armies using the resources and technology you've developed. Expand your territory or defend your strongholds. Every decision matters, from choosing which weapons to produce to leveraging terrain and supply lines.


Building efficient supply chains is the backbone of Powerplay. Design and optimize networks of conveyor belts to transport raw materials to factories, where they’re transformed into intermediate resources and weapons. The challenge lies in balancing resource allocation and space management.


Extract and refine uranium to unlock game-changing weapons. This is a long process in which you are vulnerable to fatal disruptions. Still, if you can efficiently control your nuclear production you will have a massive advantage in the end game.


A core feature in this game is resource locality. There is no global inventory. You must strategically extract, process, and transport resources to expand your base. You must create supply lines and protect them to maintain control of the land.
Features
Classic RTS combat featuring hundreds of units
Isometric camera
Conveyor belts
Fog of war mechanic
Terrain editor with elevation support
Game modes
Global Dominance (PvE)
Deathmatch (PvE)
Sandbox
Military
Build guns using the surrounding resources
Build tanks to breach hostile settlements
Nuclear weapons
Transport
Short range using workers and conveyors
Medium range using vehicles
Long range using trains
We added a ton of things to the game since the last update, and we can confirm that the core redesign that went on in early October has provided the right foundation for a solid Factorio RTS experience.
Building dependency system
Introduced a building dependency system. This makes the early game more straightforward, as you need to build some core buildings first, and then decide what to build depending on your play style and priorities.
Improved logistics
[olist]We added a \"Connect\" targeted ability to some buildings, that allows you to automatically create and configure the conveyor / inserter infrastructure between two buildings. As long as you have the necessary conveyors and inserters in the inventory. This dramatically reduces the cognitive load required to build your industrial chain.
[/*]Production buildings can now directly output into the global inventory, instead of forcing you to manually collect the output. This further reduces the cognitive load required for base building, without removing the incentive for automation.
[/*][/olist]New building: The logistics bay
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/e4bf8a5c139d6e7d178f2555380e4161887c07a8.gif\"][/img]
New structure: Walls
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/5a0c44e591051f2c0f325c353abf8a8cf63cc909.png\"][/img]
New building: The shipyard
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/c9303811965553949a88ad09efd612d40f4c3efd.gif\"][/img]
New building: The oil derrick
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/84cf9daff157a8432e97a8b1fdbedb0ddf72404a.gif\"][/img]
Updated core buildings
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/e0f01f5e024947e190da1024c54f546a1ff88436.png\"][/img]
Updated resource buildings
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/e3ae2e6044cb13651aab934d90a40ba2b29d83fa.png\"][/img]
Updated units
We updated all the units to a more stylized look. Workers will now be referred to as \"Engineers\". Their importance will grow in the game beyond resource extraction: they will be able to repair buildings and mechanical units. More on this soon. We also finalized the unit draft and will be implementing them swiftly over the next couple of weeks.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/434a83abcf7ad66091b4b674ec86f73687f1cd45.gif\"][/img]
New terrain shader
We have a new terrain shader that supports u to 8 texture channels. This enables a slightly more realistic look and a wider range of environmental elements. We can have a mix of natural elements (sand, rock, snow etc.) and human made elements (pavement, concrete, etc.)
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/270f696b488402df02893b4cb3aa030b7fad9bc2.gif\"][/img]
Plateaus and Ramps
We support elevation plateau with ramps. This enables us to design maps and missions with more strategic depth. We support up to 4 levels of elevation, with ramps between each level
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/f0833667acd563d66bb775dccc53cff07055e9b5.png\"][/img]
Minimum Setup
- Memory: 4 GB RAMStorage: 2 GB available space
- Storage: 2 GB available space
Recommended Setup
- Storage: 2 GB available space
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