Craftomation 101 is a craft automation game about funny programmable robots CraftoMates who can move, eat, and craft things needed to terraform a frozen planet.

You land on a frozen planet in a tiny rocket with a robot inside. Harvest and combine materials to discover new ones. Use visual programming to make the robot do the tiresome work for you. Slowly build a gang of self-sustaining robot workers and watch them terraform the planet.

The current state of the game: Active development, Free demo available.

We release an UPDATE EVERY 2 WEEKS and host an informal stream with developers every Friday on our Discord. Stop by and say hi, we’d love to chat and read all the feedback you want to share.


How to get more involved?

Please fill the form (1 min) or join our Discord to share your feedback with our tiny team, it's vital for us!

  • Wishlist on Steam (public roadmap is available)
  • Follow us on Twitter

Want to support the game?

Here is a limited-time Pay What You Want offer for early supporters of the game. Any price you want from $0.01 to $99.99+.

- Craftomation 101 Soundtrack by Arman Mkhitarian (7 tracks in WAV and FLAC formats). Check this free track out to get the vibe.
- Craftomation 101 Art Pack (30 pictures featuring early days sketches, concepts, and 4K wallpapers)
- Access to the Supporters channel in our Discord

Here is the link.


Updated 9 days ago
StatusIn development
PlatformsWindows, macOS, Linux, HTML5
Rating
Rated 5.0 out of 5 stars
(12)
AuthorLuden.io
GenreSimulation
Made withDefold
TagsAutomation, Crafting, Ludum Dare, Sandbox, terraforming
LinksBlog, YouTube, Twitter, Homepage, Community

Download

Download
x86_64-darwin.0.44.3.265.zip 34 MB
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x86_64-linux.0.44.3.265.zip 32 MB
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x86_64-win32.0.44.3.265.zip 33 MB

Development log

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Comments

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(1 edit)

Very short of stones and hard ice can't melt even around with fire.

(+1)

Hello @dacapoday. We were totally unhappy with the resources situation you are referencing to. That's why the last few weeks we were in the biggest redesign of the map zones since the first Alpha. I can't wait to share the updated version with you.

As for hard ice - it's going to be changed a bit to become meltable and diggable. Probably you saw the Meltomate feature in our roadmap, you can consider it as a spoiler :)

(+1)

Super addictive game. It is very nice, it was very fun until it was just trying to keep them all fed and to keep bonfire active. I would suggest extending the bonfire lifetime, and maybe extending the food meter for the bots. I also struggled in the beginning to find the recipe for the storage, the icon for the storage in the menu is small making it miss-able. Maybe you could reorganize or even categorize the recipes to make them more logical.

(+1)

Hello @ibrahimbeladi. Thank you for the kind words and for the suggestions. Just discussed all of them with the team :) Hope to roll out the implementation of them really soon :)

Could you take the phone number restriction off of your discord please, I do not have a phone.

Hi :) I'd love to but it's a requirement from Discord to become a verified server. 

Will not execute in Debian 10 (Linux), with the following error:

./Craftomation101.x86_64: /lib/x86_64-linux-gnu/libm.so.6: version `GLIBC_2.29' not found (required by ./Craftomation101.x86_64)

Also, in the Itch.io web version, if I right-click any time, the interface goes weird -- It moves the map around instead of picking up objects. The only way to fix this is by saving the game and reloading and starting the web page entirely.

(+1)

Hi @Casteele. As for Debian - we'll try to find the PC with version 10 and make a test with an empty project. Also in this week's update, we are upgrading our game engine, so probably the issue will be fixed by it.

Just added the right-click issue is our bug list, will be fixed. 

Thank you for reporting all of this!

Have you looked in to making a bundle, like a "flatpak" (I think it is called?) that contains all the needed library versions? Most of the libs are likely (L)GPL licensed, so there should be no licensing issues. It would avoid other issues, such as my plans to upgrade to Debian 11 in the next 6 months or less.

I have noticed some other issues...

The tutorial needs some work to make some things more clear/obvious. It is not always clear what to do next. Even with the highlighting, it is always easy to notice that something has been highlighted -- perhaps you could make it flash and make a red arrow point to it the first time it is highlighted. (I.E., use movement -- visually impaired people like me more easily notice movement than color changes.)

One of the first storage bins a player will unfreeze contains some kind of "eat" modules. But I cannot figure out how to make use of them. Even I give one to a CraftoMate, they simply hold it in their hands without doing anything with it. The only way I have been able to obtain the "eat" command is by working to give the command center the requested resources to get (upgrade points) to spend on both the "low battery" and "eat" upgrades. This is _very_ tedious to do as until I get those upgrades, it is hard to keep the CraftoMates powered-up to keep the bonfires burning.

Which leads to this problem: When a CraftoMate is holding two items, I cannot feed it anything to recharge it! This happens when i is holding two stones to create a spark, or a spark and a coal to create a fire. The only way I can get it to drop everything is to completely delete it's current program. Then I can feed it. But then I have to reprogram it. I suggest some way to allow it to eat without needing to do this, such as a drop area on the command bar for feeding.

The code editor... well, it sucks. It is hard to work with. I end up with lines going everywhere making the display cluttered and hard to read/follow. You might add some kind of option to "snap to grid" and/or choose direct connections instead of the curvy ones. I also suggest adding "labels" and a "go to" instruction (or a "jump", for those "anti-goto" people out here), which would only show connections if hovering over them. Looping instructions would also be helpful.

Subroutines would also be helpful. More so with the "low_battery" event -- which could also use a "resume" instruction to resume where it left off, instead of needing to drop everything and jump back to the start.

You might also consider export (save) and import (load) programs, which could then be edited by any text editor. (Format could be very simple, such as DOS batch (*.BAT) files, or TCL scripts ( http://www.tcl.tk ) -- which could embed a TCL interpreter.)

On occasion, I encounter glitches which cause items to appear on screen that cannot be interacted with (or removed from screen!).

Some future improvements might include:

Ability to find nearest resource pile (and/or nearest appropriate storage) to get from/drop to. You would need separate ones for each, to avoid a CraftoMate infinitely getting an item from storage and putting it back in the same storage.

Logical constructs, such as "if/else", or finding, for example, which bonfire has the lowest level of fire.

(1 edit)

Found another bug. When making a copy of a program to another CraftoMate, sometimes (but not always?) it seems to "copy by reference" instead of "copy by value", which results in the code becoming messed up if you edit either of the CraftoMate's code to make slight modifications.

... And another ... If you pause a CraftoMate, do a global game pause and then unpause, the paused CraftoMate becomes unpaused as well. You also have to click the CraftoMate's pause button _twice_ to pause it again.

(2 edits)

More on the "copy" bug: It seems to affect (mostly, but I just had one time it affected me with no connectors) the connectors. I can reproduce it by chaining several in a row, copy to another CraftoMate, and then disconnect any of the lines connecting the connectors in the source or target Craftomate. If you go back to the other CraftoMate, the same line is broken.

Another update: Further experimentation seems to point not at the connectors themselves, but the connecting _lines_ between program elements (I mainly noticed it with connectors because I would place two connectors in a row, and then "break them" to cause the program to stop at a known point).

Hey @Casteele,

Thanks for your very detailed feedback! It's great to know that us and our players often share ideas on what direction the development process should take next: we were discussing many of the issues you've brought up internally.

It will take us some time to process your ideas and write a detailed answer, since our coder is on a little vacation after releasing the past update and a hotfix. 

In the meantime, you're very welcome to join our Discord, if you're into this platform - we could use more people with in-depth view on tech games in our lovely little community of players with IT/programming background :)

In any case: thanks again for your very deliberate feedback, it's extremely valuable to us at this point of development!

(1 edit)

Linux Mint 19 has the same issue because we have an older version of GLIBC. The game would probably work with Debian 11 or Mint 20 because we would be using the newer version of GLIBC. 

The js-web version of the game works fine on Mint 19 and probably works on Debian 10 also, so I would just use that unless you upgrade your distro.

If you use the itch.io app, the html5 version of the game runs in a standalone window instead of running in your web browser, so it's not really any different than running the Linux build.

Playing the HTML/JS version is mostly what I have done. Tweaking some things and running in a sandbox jail with a few modified libs has had some success for me, except an occasional segfault or other crash.

(+1)

could you add a thing in the program editor where you can store code parts, like a low battery eating part that you can transfer between CraftoMates.

also what can you do with mushrooms?

Hi @conronro :) Thank you, it's a really nice idea! Already in our roadmap. We call it memcopy (it means copy memory which contains program from one craftomate to another).

Mushrooms is some kind of legacy from the previous versions of the game. Previously the game's goal was to create enough oxygen, water and food (mushrooms) to make the planet ready for humans living. It will be changed in the upcoming updates :)

i love this game but how to but how to charge the battery when the battery is about to run out???

Hello @Denzstrike :) Oh, we should make it more clear in the game, thanks for highlighting the issue. To charge your CraftoMates just drag-n-drop an element to them. They will eat it and get charged (a lot from batteries, a little from other things).

(+2)

I love this game! But may I suggest allowing us to both program or give them jobs? I like the idea of jobs (that i got from reading Schifty's comment) But The programming is so much more personal

(+2)

jobs could be functions called in a bot?

Hello @GOD.exe

I love the "jobs" idea too and visual programming allows me to imagine extremely complex systems :) I don't know what is better, but let's talk when we'll roll out the huge update of the programming system with functions, loops, conditions, and all the things we programmers like :)

(+2)

cool game - I would buy a full version on Steam! couple of ideas:

- instead of programming robots you should make 'jobs' and assign the robots to jobs as this would cut down on script maintenance! 

- I don't use fire pits as they require coal and simple flames are free forever; you probably need 'ice levels'; higher ice levels can only be melted by stronger flames; or you can make fire pits revert to lower heat when not maintained

- add a checkbox "2x" to most nodes meaning a robot would pick up, eat, drop up to 2 items

- don't know if that was a bug or not but scripts should automatically trigger idle / restart if they are done; I currently have to build a main loop in idle and revert back to idle after 'low battery'

Hello @Schifty,


Thank you for the kind words and wonderful suggestions. Just discussed all of them with the team! Can't wait to share the next update with you :)

(+2)

Its a good game but, its incredibly hard to keep the ice from coming back and every time you click on the robots, it pulls up their programing, another thing is that once you put something in a storage you cant move the storage anymore. That's the only stuff i got annoyed at, other than that, good game.

  

Hi @W1redChad,


Thanks for the kind words and for the super detailed feedback, love it. Just discussed all highlights from your post with the team, some of them probably will be shipped in 0.26 this week :) Have a happy holidays season!

Hello @W1redChad,

Just wanted to say thank you for bringing up the issue of the annoying auto-open programming panel. We've fixed that in today's update 0.28. Will be much more new stuff in future updates! Have fun :)

(+2)

wow great game, It makes me play more than 30 minutes.

(+1)

Hi @reopucino :) Thank you very much for the kind words, we'll keep updating the game! The thing we dream about is to read more responses in our feedback form to find the best way for the game to evolve :)

(+1)

I can't believe we've published this :)