Infinifactory

Last updated
Infinifactory
Infinifactory-logo.png
Developer(s) Zachtronics
Publisher(s) Zachtronics
Designer(s) Zach Barth
Composer(s) Matthew Burns
Engine Unity
Platform(s) Microsoft Windows, OS X, Linux, PlayStation 4
Release
  • Linux, OS X, Windows
  • June 30, 2015
  • PlayStation 4
  • December 22, 2015
Genre(s) Puzzle
Mode(s) Single-player

Infinifactory is a puzzle video game developed and published by Zachtronics, initially released on Microsoft Windows, OS X, and Linux on June 30, 2015. The game was later released on PlayStation 4 in December 2015. In the game, the player takes the role of a human abducted by aliens and forced to construct assembly lines to create certain objects for apparently-nefarious purposes. The game combines elements of Zachtronics' previous SpaceChem and Infiniminer , with the assembly lines being built from blocks in a three-dimensional space.

Contents

Gameplay

Infinifactory is a puzzle game, structured as several sets of puzzles based on various tasks. The player takes the role of a human that is abducted by an alien race and is put to work to help the aliens construct equipment; the character does not appear to be the first one that has been taken for this purpose as throughout the levels are the corpses of other abducted humans, which the player can find and listen to their last audio log. [1] The game is divided into 6 worlds with several puzzles per world. Completing a specified quota of puzzles on a world lets the player advance to the next one, as well as advancing the story. By successfully completing all the puzzles, the player's character is rescued from the alien race by other abductees to a hidden base on the alien homeworld, and begins to work with the other abductees to find a way to escape the planet and return home. Additional chapters have since been added during the game's time in Early Access, adding in new block types and furthering the story of the abductees' escape attempts. [2]

Within each puzzle, the player is tasked to deliver a number of objects, constructed from one or more types of cube, to one or more delivery points by directing and assembling the individual cubes from their spawning point. The player has an unlimited amount of time to set up the various components that make up the assembly line, including conveyor belts, welders to attach pieces to each other, and sensors to trigger devices like pushers. This construction process is similar to other block-building games like Minecraft , though there are no limits on the number of blocks that can be placed. The player's view is from a first-person perspective and can be freely moved about the puzzle's landscape, including vertically by using a jetpack. The player may also be constrained by pre-set objects that may help or hinder their assembly line construction and cannot be removed. The player can start the factory at any time, checking for faults and other issues should the process fail, including pausing the line to track down specific problems. Once the player has constructed an assembly line that successfully meets the delivery requirements, they can to move on to the next puzzle. The player's solution is scored on three criteria: footprint (the total floor space enclosed by the assembly line), cycles (the time taken between starting the assembly line and the requirements being met) and blocks (the number of non-platform type blocks used). The scores for each criterion are presented on a histogram of all players worldwide, encouraging the player to improve and optimize solutions to already-completed puzzles.

The game includes support for Steam Workshop, which allows users to create their own puzzle challenges to share with other players once they have completed the game's story mode. Players cannot submit a puzzle to the Workshop until they can build their own factory that successfully solves the puzzle, assuring that the puzzle is solvable. [3]

Development

Infinifactory is considered by Zachtronic's lead developer Zach Barth as a reworking of his first game, Manufactoid, in three dimensions. Though Barth did not feel this game was very good, it would help set up the mechanics of other games he developed, including the popular SpaceChem , which has the player developing manipulators to create chemical molecules. Barth wanted to develop a game that has the same flavor of mechanics of SpaceChem without making a direct sequel, and turned back to the original idea of Manufactoid to build on. Further, the game is based on the block mechanic approach that Barth had developed for his title Infiniminer , itself a basis for many other block-building games like Minecraft . The success of Minecraft led Barth to realize that basing a puzzle game on the block construction mechanics would make the game's fundamentals easy to grasp. Barth was also given suggestions by fans of his titles to return to the puzzle game genre after the release of his Ironclad Tactics . [4]

A significant difference in Infinifactory compared other block-building games is the integration of supporting blocks to allow for blocks to fall when they are disconnected from other block structures. This was necessary to get the mechanics of the 3D conveyor belt system to work correctly and appropriately for their envisioned game. [4]

The alien "language", which in-game appears as horizontal blocks of pixel-style glyphs, is a completely fake language that Barth created for the game. The glyphs were based on envisioning an idea of a 5x5 pixel block using visual rules that are common among other real pictorial alphabets, including the idea of punctuation, which he felt was appropriate for the alien race that built everything out of cubes. While Barth uses consistency in placing this glyphs into the game, using a limited font set he entitled Overlord, there was otherwise no intended meaning. Barth had run a small alternate reality game that demonstrated this glyph alphabet but intentionally without any meaning, so that players would be confused about the results. [5]

The game's music was composed by Matthew Burns, who aimed to produce tracks using relatively low beats-per-minute that would work well as ambient music without putting additional pressure on the player as they worked through the puzzles. [6]

The game was released to Steam Early Access on January 19, 2015. [3] Barth was wary of an early-access release considering issues of other games released in that manner. Based on the development process they used for Ironclad Tacticswhere after releasing the first final version of the game to the public, they found they needed to improve some parts of the game due to critical feedbackBarth planned to use early access to release a near-complete version of the title to the public. [3] From there, they would use feedback to improve some of the gameplay mechanics and develop more puzzles and content for the title prior to a full final release, so that the product would appear complete. [4] Barth likened this approach to a "living game", in which regardless of when the player buys the game, they will get one that is fully complete, but can help develop additional content and other improvements by buying in at the earlier stages. Barth considered his approach comparable to that used by Kerbal Space Program , Dwarf Fortress , and Minecraft. [7] During early access, players were presented with a brief survey after each puzzle, asking for their thoughts on the level of difficulty and enjoyment; these responses were used to tune the puzzles that would be included with the final release of the game. [8] The early-access period was also used to determine how far to develop the story elements of the game once the game's main engine was complete. Ironclad Tactics had a large amount of internal story, which took considerable time and effort to develop, and Barth found that players did not even respond to the story positively. As such, for Infinifactory, Barth opted for a more minimal story to release with Steam Early Access and used feedback to determine if more story needed to be added to the title. [9] The game left early access and was fully released on June 30, 2015, [10] and a PlayStation 4 version was released on December 22, 2015. [11]

Reception

Infinifactory was well-received during its early access period. Commentators positively compared the game to SpaceChem , citing that the nature of Infinifactory being in three dimensions and the intuitive building approach that mimics games like Minecraft help to make the game more accessible. These commentators also noted the quality of the title even at its early access stage. [8] [16] Barth's approach for Infinifactory was stated to be a strong example of how to use early access effectively. [17]

Infinifactory was nominated for the Excellence in Design award for the 2016 Independent Games Festival. [18]

Related Research Articles

<span class="mw-page-title-main">Puzzle video game</span> Video game genre

Puzzle video games make up a broad genre of video games that emphasize puzzle solving. The types of puzzles can test problem-solving skills, including logic, pattern recognition, sequence solving, spatial recognition, and word completion. Many puzzle games involve a real-time element and require quick thinking, such as Tetris (1985) and Lemmings (1991).

A programming game is a video game that incorporates elements of computer programming, enabling the player to direct otherwise autonomous units within the game to follow commands in a domain-specific programming language, often represented as a visual language to simplify the programming metaphor. Programming games broadly fall into two areas: single-player games where the programming elements either make up part of or the whole of a puzzle game, and multiplayer games where the player's automated program is pitted against other players' programs.

Emergent gameplay refers to complex situations in video games, board games, or table top role-playing games that emerge from the interaction of relatively simple game mechanics.

<span class="mw-page-title-main">Indie game</span> Class of video game, generally independently published

An indie game, short for independent video game, is a video game typically created by individuals or smaller development teams without the financial and technical support of a large game publisher, in contrast to most "AAA" (triple-A) games. Because of their independence and freedom to develop, indie games often focus on innovation, experimental gameplay, and taking risks not usually afforded in AAA games. Indie games tend to be sold through digital distribution channels rather than at retail due to a lack of publisher support. The term is synonymous with that of independent music or independent film in those respective mediums.

In video games, an open world is a virtual world in which the player can approach objectives freely, as opposed to a world with more linear and structured gameplay. Notable games in this category include The Legend of Zelda (1986), Grand Theft Auto III (2001) and Minecraft (2011).

<i>Minecraft</i> 2011 video game

Minecraft is a sandbox game developed by Mojang Studios and originally released in 2009. The game was created by Markus "Notch" Persson in the Java programming language. Following several early private testing versions, it was first made public in May 2009 before being fully released in November 2011, with Notch stepping down and Jens "Jeb" Bergensten taking over development. Minecraft has become the best-selling video game in history, with over 300 million copies sold and nearly 140 million monthly active players as of 2023. It has been ported to several platforms.

<span class="mw-page-title-main">Mojang Studios</span> Swedish video game developer

Mojang Studios is a Swedish video game developer based in Stockholm. The studio is best known for developing the sandbox and survival game Minecraft, the best-selling video game of all time.

<i>SpaceChem</i> 2011 video game

SpaceChem is an indie puzzle game developed by Zachtronics Industries, based on principles of automation and chemical bonding. In the game, the player is tasked to produce one or more specific chemical molecules via an assembly line by programming two remote manipulators that interact with atoms and molecules through a visual programming language. SpaceChem was the developer's first foray into a commercial title after a number of free Flash-based browser games that feature similar puzzle-based assembly problems.

Zachtronics LLC is an American video game developer, best known for engineering-oriented puzzle video games and programming games. Zachtronics was founded by Zach Barth in 2000, who serves as its lead designer. Some of their games include SpaceChem, Infinifactory, TIS-100, and Shenzhen I/O. Infiniminer (2009) inspired the creation of Minecraft.

<i>Rochard</i> 2011 video game

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<i>Q.U.B.E.</i> 2011 video game

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<i>Blocks That Matter</i> 2011 video game

Blocks That Matter is a 2D puzzle-platform game developed by French independent studio Swing Swing Submarine. It was released on August 19, 2011 for Windows, Mac, Linux and Xbox 360. The game was inspired by one of the developer's earlier works, Tuper Tario Tros.

Early access, also known as alpha access, alpha founding, paid alpha, or game preview, is a funding model in the video game industry by which consumers can purchase and play a game in the various pre-release development cycles, such as pre-alpha, alpha, and/or beta, while the developer is able to use those funds to continue further development on the game. Those that pay to participate typically help to debug the game, provide feedback and suggestions, may have access to special materials in the game. The early-access approach is a common way to obtain funding for indie games, and may also be used along with other funding mechanisms, including crowdfunding. Many crowdfunding projects promise to offer access to alpha and/or beta versions of the game as development progresses; however, unlike some of these projects which solicit funds but do not yet have a playable game, all early access games offer an immediately playable version of the unfinished game to players.

<i>Minecraft: Story Mode</i> 2015 video game

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<i>Shenzhen I/O</i> 2016 puzzle video game

Shenzhen I/O is a puzzle video game and programming game developed by Zachtronics for Microsoft Windows, Linux, and macOS-based personal computers. The game was released in November 2016.

<i>Opus Magnum</i> 2017 video game

Opus Magnum is a puzzle-based programming game developed by Zachtronics. It was released for Microsoft Windows, Linux, and Mac in December 2017, following about two months of early access. In the game, the player must assemble a series of machines using various tools and program them to complete alchemy-related tasks. The player can advance with any working solution to each problem, but is challenged through leaderboards to produce a machine that does the task in the shortest time, with the lowest cost of materials, and/or the smallest occupied area. Opus Magnum is based on The Codex of Alchemical Engineering, one of the earliest Flash games made by Zach Barth prior to establishing Zachtronics.

Exapunks is a programming game developed by Zachtronics. It was released into early access on August 9, 2018, and fully released on October 22, 2018.

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<i>Eliza</i> (video game) 2019 visual novel by Zachtronics

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