"Welcome to Modulus Revolution, a factory automation game where you can build and customize your own factory using building-block modules, with a sneak peek of the game's unique mechanics and future updates."
- Modulus offers a unique factory automation experience with voxel-based operations.
- The demo allows players to freely experiment with the tools and mechanics of the game.
- The full game promises to introduce even more content, including an expansive tech tree and intricate paint production.
Welcome to the Modulus Revolution!
Hey there, Module Makers! We’re thrilled to welcome you to a special edition of the Modulus Dev Log. Buckle up, because we’ve got some exciting news: the Modulus demo is officially live! If you’ve been itching to step into our factory automation sandbox, now’s your chance to roll up your sleeves, optimize your processes, and watch those conveyor belts come to life. But today isn’t just about the demo launch; it’s also a moment to reflect on the incredible journey of Modulus and how it has evolved over time. From early prototypes to the design choices that brought us here, we’re lifting the veil on what it takes to create a game like this. Plus, we’ll introduce you to some of the talented folks behind the scenes!
What’s Modulus All About?
Award-winning developer Happy Volcano, known for hits like You Suck at Parking and The Almost Gone, has teamed up with publisher Astra Logical to bring you Modulus—a factory automation game that lets you build everything from the ground up using building-block modules. In this vibrant world, you can cut, color, stamp, and assemble your modules to create a factory that’s uniquely yours. Forget fixed recipes; in Modulus, you’re free to produce whatever you can dream up, resulting in a deeply personalized factory-building experience. Watch your structures rise in real-time, with each block visibly contributing to your design. The more complex your creations, the more sophisticated your modules need to be!
Designing the Demo: An Insider’s Look
To get a deeper understanding of the demo, we caught up with our Game Director, David Prinsmel. Building a game is all about choices—what stays, what goes, and how everything fits together to create the ultimate experience. With the Modulus demo now live, David shared some key design decisions that shaped it.
Core Design Choices
So, what were the main goals for the demo? David explained, “I really wanted to showcase the unique hook of Modulus: voxel-based operations. There’s so much flexibility in what you can create in your factory. It’s not recipe-based like other factory games; you can make anything you want, however you want. Plus, the modules you create are the actual building blocks of your factory, leading to a factory within a factory concept.” Isn’t that a cool twist?
When it came to deciding which features made the cut for the demo, David shared, “We aimed to highlight the voxel manipulation mechanic and include some buildings that reflect the game’s core. We also introduced a single blue building to showcase the painting mechanics. There’s a lot more to come, but we wanted players to feel that sandbox vibe, allowing them to experiment freely with the tools at their disposal.”
What Got Left Behind?
Of course, not everything could make it into the demo. David admitted, “We had to simplify the process of creating new paint due to time constraints. While this means a quicker progression in the demo, it gives players a taste of what’s to come in the full game. We also decided to leave out research buildings to keep the demo scope manageable.”
So, how does this demo reflect the overall vision for Modulus? David confidently stated, “It’s just the tip of the iceberg. It lets you play around with a unique mechanic that’s new to factory games—just enough to make you go ‘Aaaah’ and leave you craving more. I estimate we’re only showcasing about 5% of the content planned for Early Access, and that’s only 66% of the full game. There’s so much more on the horizon!”
Feedback and Last-Minute Changes
It’s fascinating how player feedback shapes a game. David noted, “A lot of changes came from playtests, not just last-minute tweaks. We focused on clarifying mechanics, improving information display, and enhancing quality of life. A significant last-minute change involved the in-game currency—it wasn’t balanced well and led to frustrating waiting periods for players. We ultimately decided to remove it entirely, allowing players to build freely without feeling pressured. It just made sense for a game focused on creativity and relaxation.”
Looking Ahead: The Future of Modulus
As we wrap up this dev log, remember that this is just the beginning for Modulus. The full game promises to introduce an expansive tech tree, intricate paint production, inter-island logistics, research mechanics, and so much more. The demo gives you a sneak peek, but trust us—there’s a treasure trove of content waiting for you.
We want to hear from you! Your feedback is invaluable, so be sure to join our Discord community, wishlist Modulus on Steam, and leave a review after trying the demo. Your input will help shape the final game.
Thanks for being a part of this journey—we can’t wait to see what you build!

About Our Team
Our team comprises industry insiders with extensive experience in computers, semiconductors, games, and consumer electronics. With decades of collective experience, we’re committed to delivering timely, accurate, and engaging news content to our readers.
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