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Create elaborate supply chains of conveyor belts to feed ammo into your turrets, produce materials to use for building, and defend your structures from waves of enemies. Play with your friends in cross-platform multiplayer co-op games, or challenge them in team-based PvP matches.

Gameplay

  • Create elaborate drills and conveyor designs to move resources into your Core
  • Use production blocks to create a wide variety of advanced materials
  • Build drones for automatically mining resources, assisting in building and protecting your base
  • Distribute liquids and fight constant challenges, like outbreaks of fire or enemy flier raids
  • Get the most out of your production by supplying optional coolant and lubricant

Campaign

  • Advance through 12 replayable built-in zones with randomized spawn points
  • Collect and launch resources
  • Research new blocks to fuel progress
  • Configure launch loadouts to bring resources to each zone
  • Variety of mission objectives and goals
  • Invite your friends to complete missions together
  • 120+ technology blocks to master
  • 19 different types of drones, mechs and ships
  • 50+ achievements to complete

Gamemodes

  • Survival: Build turrets to defend from enemies in tower-defense based gameplay. Survive as long as possible, optionally launching your core to use your collected resources for research. Prepare your base for intermittent attacks from airborne bosses.
  • Attack: Build factories for units to destroy the enemy cores, while simultaneously defending your base from waves of enemy units. Create a variety of different types of support and offensive unit to assist you in your goals.
  • PvP: Compete with other players on up to 4 different teams to destroy each other's cores. Create units, or attack other bases directly with your mechs.
  • Sandbox: Play around with infinite resources and no enemy threat. Use sandbox-specific item and liquid source blocks to test out designs, and spawn in enemies on request.

Custom Games & Cross-Platform Multiplayer

  • 12 built in maps for custom games, in addition to campaign
  • Play Co-op, PvP or sandbox
  • Join a public dedicated server, or invite friends to your own private session
  • Customizable game rules: Change block costs, enemy stats, starting items, wave timing and more
  • Mix&match gamemodes: Combine PvP and PvE gamemodes together

Custom Map Editor

  • Paint terrain with an editor UI
  • Edit and preview structures in-game
  • Configurable tool modes: Change how each tool functions
  • Powerful map generation system, with many different types of filters for procedural manipulation of terrain
  • Apply noise, distortion, smoothing, erosion, symmetry, ore generation and random terrain to your maps
  • Randomize and configure ore generation, as well as placement of river and resource tiles
  • Configure enemy wave layouts
  • Share exported maps on the Steam Workshop
  • Customize base map rules
  • Use 75+ different environmental blocks
Mindustry
AnukenDevDeveloper
AnukenDevPublisher
2019-09-26Release
🎹🖱️ Keyboard + Mouse
Overwhelmingly Positive (8846 reviews)
Public Linux Depots:
  • Mindustry Linux [63.89 M]
Build 150 (Beta)

The highlight of this build is the re-structuring of Serpulo sectors to align with their position in the tech tree. Instead of jumping to random positions all over the planet, you will be gradually expanding your territory, starting from Ground Zero. Any previous \'preset\' sector saves should be migrated to their new positions on the map.\n\nI am aware that not everyone will agree with this change, but I firmly believe that it is necessary, for the following reasons:\n

    \n
  • Placing sectors next to each other makes it far easier to see where the player should go next. Historically, some players have experienced difficulty figuring out where to go early on in their campaigns.\n
  • Only being launch to adjacent preset sectors (as opposed to halfway across the planet) makes logical sense, and aligns them with the mechanics of procedurally generated sectors.\n
  • Having most sectors close to each other makes it far easier to see all the territory one has captured.\n
\n\nTo be clear: I will not be reverting this change, nor will I be adding any options to switch between the new and old layouts. Maintaining two different planet layouts (and making sure both of them play well with newly added sectors) is not viable.\n\nNote that this rework is not complete. There are plans to add special hand-made sectors on the far side of Serpulo, among other things. The Erekir campaign will also need a similar rework in the future.\n\nFor those interested, map submissions for the new Serpulo base sectors are now open on the Discord - see the #serpulo-sectors channel. In the future, all the procedurally generated sectors will be replaced with ones made by the community.\n\nDetailed changelog:\n\n
    \n
  • Complete reorganization of Serpulo campaign layout and sector tech tree; preset sectors are now adjacent\n
  • Made sector icons show up on map\n
  • Moved procedural attack sector positions\n
  • Made dark areas of Serpulo emit light based on player/enemy structure presence (note: you must enter a sector in order for its light coverage to update)\n
  • Made procedural sectors on Serpulo now require a Foundation core to prevent sequence breaking\n
  • Added unfinished enemy base sectors to the far side of Serpulo - these are currently procedural nonsense, but will be replaced with user-made maps in a future update\n
  • Made \"select all units\" ignore Mono units\n
  • Added support for multiple unit stances at once\n
  • Added support for specifying multiple ores to mine for units\n
  • Made enemy wave AI detect and avoid unit clogs in certain situations\n
  • Made the editor display a more accurate version of the map\n
  • Added new metal tiles for future Serpulo maps\n
  • Added colored floor/wall blocks for custom maps\n
  • Added character overlay tiles\n
  • Added an achievement for killing a unit with a mass driver bolt\n
  • Added a setting for detaching the camera\n
  • Added a key for toggling unit debug hitboxes\n
  • Added a rule for filling the core with items\n
  • Reduced damage of Arc against shields\n
  • Reduced flying unit crash damage by 50%, and wreck health by 75%\n
  • Made mass driver bullet damage/explosiveness depend on items carried\n
  • Various balancing adjustments to make payload distribution more viable on Erekir\n
  • Made Quell missiles temporarily invincible\n
  • Fixed miner units sometimes searching for ores far away from the core\n
  • Fixed a freeze caused by broken logic spawning explosions\n
  • Fixed installs of multiple mods causing a redundant dependency dialog to appear\n
  • Fixed legged units drowning due to incorrect pathfinding\n
  • Fixed research button not being clickable on some devices\n
  • Fixed visual discontinuity line on Serpulo (and modded planets)\n
  • Made the server list cache itself as a file in case of unstable network conditions\n
  • Added selection of attack wave spawn position by commanding cores in editor\n
  • Made logic-controlled units unselectable again\n
  • Made tileable logic displays have an offset to account for the frame, similarly to standard displays\n
  • Added support for reading characters from strings and message blocks in logic\n
  • Added support for reading/writing to canvas blocks in logic\n
  • Added \'select\' (ternary) logic operation\n
  • Made text align a constant variable instead of static instruction field\n

[ 2025-07-23 19:46:49 CET ] [Original Post]

Minimum Setup

  • Memory: 1 GB RAM
  • Graphics: Anything with OpenGL 2.0 Support
  • Storage: 100 MB available space
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