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Manufactory Idle

An idle/incremental factory game that takes AdVenture Communist's lane-and-tier progression structure, replaces its free-cascade economy with a real recipe graph drawn from Satisfactory, and adds a power grid with Spaceplan-style manual generation.

No ads. No dark patterns. No monetization. Self-hosted. Built to stay interesting for years.

Status

Phase 0 complete. The monorepo, three packages (rational, content, engine), CI, and local infra (Postgres + SuperTokens via Docker Compose) are in place, with 151 tests, lint, typecheck, and pnpm content:check all green. The engine core design (below) is complete and Phase 1 — the engine and simulator — is next.

Document What it is
manufactory-idle-spec.md The original full-game specification — all systems, all progression layers
docs/superpowers/specs/2026-09-01-engine-core-design.md Complete design for Spec 1 (engine core). Decision record plus Sections A–F. Supersedes the original spec where they disagree
manufactory-idle-mvp.html Single-file browser prototype — waterfall solver, split bars, backpressure, byproduct triangle, the tap

The original spec is decomposed into four, of which the engine core is the first:

Spec Covers Status
1. Engine core Solver, storage, power, offline resolution, server authority, simulator Design complete
2. Progression Alt recipes, ranks, Pioneers, contracts, Phases, Engineer Level, disruptions Not started
3. Live content Expeditions, Deep Core, daily contracts, achievements, leaderboards Not started
4. Statistics & platform Statistics, graphs, PWA, push notifications Not started

Build order for Spec 1

Phase Deliverable Ends in
0 Monorepo, Postgres, SuperTokens, engine skeleton, content validator, CI Green pipeline — done
1 Engine + simulator A playable game in the terminal
2 Calibrated content A game that is paced
3 Server + authority A game with a backend
4 Web client A game other people can play

Design pillars

  1. Idle at its core. Close the app for a day, come back to meaningful progress. Nothing decays. Nothing is lost by not playing.
  2. Challenge lives in decisions, not labor. The player chooses recipes, orders priorities, and budgets power. The engine does all routing and arithmetic.
  3. No management-game surface area. No belts, no placement, no ratios to hand-solve. If the player has to do math the engine could do, that is a design bug.
  4. Every purchase must visibly help.
  5. Content is data. The recipe graph is a versioned seed file, not code.

The MVP prototype

Open manufactory-idle-mvp.html in a browser. No build step, no dependencies.

License

GPL-3.0. The project reuses GPL-3.0 code from EvanTrow/Satisfactory-Colab-Modeler (packages/solver, packages/gamedata, packages/rational), which makes this a derivative work. Since the web client ships JavaScript to every player's browser, the entire project is source-available.

About

An idle game that blends together aspects of Adventure Communist, ISEPS, and Satisfactory into an idle game.

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