Battle Factory
For the best experience, please download the Windows version. The web version may run slowly or have missing functionality.
Web-version here: https://gx.games/de/games/dj58qe/battle-factory/
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Battle Factory is an asynchronous PvP autobattler where players build factories instead of armies. Each round alternates between a build phase—buying and placing drills, unit producers, and defenses—and a battle phase, where your base spawns units that attack the enemy base automatically. Victory hinges on smart placement, power management, efficient resource use, and clever building choices.
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Controls:
Shop Phase
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Place miners and route resources with belts
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Buy buildings and keep them powered
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Expand into new sectors for more resources
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Feed producers to spawn units in battle
Battle Phase
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Face off against another player's setup
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Battles play out automatically, with speed controls
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Win 7 battles to claim victory—lose 3 and your run ends
Can you beat hard mode?
Thanks for playing, Feedback is much appreciated!
Join the discord - https://discord.gg/GyUyKKF2S6
Updated | 23 days ago |
Status | Prototype |
Platforms | HTML5 |
Rating | Rated 4.3 out of 5 stars (9 total ratings) |
Author | Squared Games |
Genre | Strategy |
Made with | GameMaker |
Tags | 2D, auto-battler, Automation, base-building, GameMaker, Pixel Art, Sci-fi, Top-Down, Turn-based Strategy |
Average session | About a half-hour |
Inputs | Mouse |
Comments
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I like it.
- I wonder if there is a way to make the exact placement of things more meaningful. So far I felt like the placement for each building is either pre-defined by the game or somewhat arbitrary.
- Not sure about the buying regions mechanic. Spreading your factory horizontally is already expensive because it makes the factory more vulnerable. Actually, I kinda want more horizontal factories so that you can have multiple attack angles to choose from. Currently it mostly seems the best to buy behind your base.
Thank you for your review. Means a lot!
I agree with you regarding the placement of buildings and regions mechanic. I think they need more work to make the spatial component of the game more meaningful. I am currently experimenting with multiple ideas.
Pretty fun, a decent demo overall, it's basically a part of Mindustry game as an auto-battler.
No saves, short, only way to quickly restart is page reload.
Seems like 3-cost power pole with big range is forbidden to be rolled on first round, as it's all you ever need for the whole game. This and geothermal are probably the only ones you can't roll round 1.
If you use resource-fed power source, it starts at low speed, e.g. only 10/XXX for your whole base. Miner should not work as a power connection node.
Power source -> Pole -> B1 -> Pole -> B2 - here B1 should be on 2 different isolated power networks at the same time. You can set up a 100% powered miner, if you don't let any other poles touch the miner as a workaround.
Thank you, I am glad you enjoy this prototype
Settings doesn't work on the main menu
(Do you have any eta for a real content update? Would be interested to try it)
Thanks for catching that! Was a problem specific to the web-build. Its fixed now.
The next major update will be the PvP update (steam demo) at the end of 2025. It will include:
Fun game concept! Would love to see procedurally generated maps to improve replayability. A few other suggestions I have are to add more units, walls, and maybe some sort of repair turret would be nice.
Thank you for playing!
Procedurally generated, random maps will be part of the upcoming PvP update.
Good idea regarding the repair turret. Thanks!
Wish it ran better in browser, economy needs to scale better between rounds *especially* if you invest in it and with the shop reroll scaling so fast. Probably also be nice to have a random map so it's not predetermined/a freeplay mode where we can actually do everything. Never ended up seeing a steam geyser.
A few code exceptions were thrown off, especially when moving around/clicking as it transitioned between states
Obviously it needs some work, but it seems to be a good game and I would like to see it *get* that work and love to realise it's potential
Good luck with the project man
Thank you for playing, your feedback, and reporting the bug, it is much appreciated!
Random maps will be part of the upcoming PvP update. It will also include a larger selection of buildings to allow for more varied builds.
First of all. I really like the concept. The game is already really fun to play. I have beaten the game in hard mode after 2 tries in hardmode. Although I would have done it in one, if I hadnt misclicked in the shop. Undo button for one mistake? Maybe? Also I am still missing a lock button for the shop. Like this you really miss sometimes a good item because of 1 cp. I have found myself way to many times fishing for a power source.
Enemies sometimes bug as well. When looking at the other base, the small units get stuck a lot and unstuck at a random times resulting in an inbalanced battle.
And please fix the conveyer belts so they atomatically adjust corners or with a big fat red warning. I once missed one tiny little corner, only realizing while already in battle and therefore lost it :,(
Looking forward to PVP!
Thanks! Congrats on beating hard mode!
The unintentional buying is definitely a topic I will adress in an upcoming update. Locking is a planned feature.
Missing power is also a recurring topic. I think it might get solved with a larger buildign variety, but will have to look at it closely.
Automatic belt adjustments is also planned.
Cheers!