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.
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 |
| 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 |
- Idle at its core. Close the app for a day, come back to meaningful progress. Nothing decays. Nothing is lost by not playing.
- Challenge lives in decisions, not labor. The player chooses recipes, orders priorities, and budgets power. The engine does all routing and arithmetic.
- 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.
- Every purchase must visibly help.
- Content is data. The recipe graph is a versioned seed file, not code.
Open manufactory-idle-mvp.html in a browser. No build step, no dependencies.
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.