Full ReleasePC

Foundry

MEDER Dynamics · Base Building, Automation, Open World

Overview

Build a sophisticated robot factory optimized to perfection in an infinite voxel world. Mine and harvest resources, automate your production lines and manage complex systems while researching your way to become the galaxy’s leading robotics megacorp.

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FOUNDRY is a first-person (first-robot?) factory builder with complete creative freedom set in a procedurally generated and infinite voxel world.

Land on an unexplored planet and design a giant automated robot production facility under the watchful direction of your AI friend, Carl. Navigate the complexities of interstellar trade and sell your products through interplanetary trade networks to reach your final goal: galactic industrial domination.

Progress from manual resource extraction to a fully automated and perfectly optimized factory.

Construct towering machinery and snaking networks of conveyor belts and pipes with no limits on where you build.

Explore a vibrant voxel world and sculpt the landscape block by block.

Research new, more advanced technologies to meet the demands of your ever-growing production lines.

Personalize your creation by unlocking decorative items and new color options.

Maintain a complex power system to keep your factory running at top speed.

Work solo or recruit outside contractors in online or LAN co-op multiplayer.

Create an enormous factory complex stretching from deep underground to the planet’s surface and the skies above.

Build Anything, Anywhere

Create a mechanically magnificent factory and a work of industrial art integrating your creation into the environment around you. Set up your machines far below the surface, high in the sky and everywhere in between. Grid-based construction gives you precise control over where and what you build.

Land on an unexplored planet and explore a procedurally generated sandbox. Journey through dense jungles, gigantic mountain ranges, and great plains stretching into the horizon, with even more to discover beneath the surface.

Automate Everything

Design intricate systems of conveyor belts, long-distance transport networks, pipes and elevators from deep underground to automate your research. Unlock more advanced, complex and faster technology to optimize your factory and maximize production.

You’ll start by crafting items and harvesting resources manually but will soon find yourself setting up assembly lines piece by piece to devise a system that flows perfectly. Combine form, fit and function to create a smooth setup that effortlessly transforms raw materials into galaxy-grade robot products without you lifting a metallic finger.

Optimize to Perfection

Bottlenecks are your enemies. Remember to maintain a delicate balance between inputs and outputs so that productivity reaches its maximum potential, enabling you to progress through an extensive research tree.

Ensure that manufacturing runs at full speed. Keep your power supply well-fed and, as your factory expands, unlock upgraded machinery, advanced power generators and new customization options that will add efficiency and a splash of color to your production lines.

Work solo or collaborate in co-op and engineer creative solutions to complex logistical challenges in a vast voxel world.

From the game's Steam store page.

THE GAMEQ VERDICT2,397 reviews analyzed

What players are actually saying

A relaxing, addictive voxel factory builder you can dig and blast into, held back by clunky building tools and a thin late game.

81% positive on Steam · 3,982 reviews

1. Summary

FOUNDRY is a first-person factory builder set in a procedurally generated voxel world, and players frame it as a cross between Satisfactory, Factorio and Minecraft: 41% of reviews name at least one of those three. Fans describe a mining, belting and scaling loop that keeps them up for long sessions, a calm pace with no enemies to fight, and terrain they can dig through and blow up, which is what they point to as FOUNDRY's own. They also credit the power that runs through floor foundations, the elevators that dig their own shafts, and how stable the game is for an Early Access release.

Much of the frustration is with the act of building rather than the factory puzzle itself. In negative reviews the most common complaint is that belts, loaders and pipes take too many steps to place, and with no native blueprints, scaling up meant placing every machine and loader by hand. The Paradox launcher was a frequent reason for negative reviews in May 2024 and again in May 2025, and mentions of it nearly stopped once reviewers reported it could be skipped. Players who reach the galactic market split over it: some say it gives production a purpose, others see money made for its own sake.

2. What keeps coming up

What players praise
A voxel world you can dig, blast and tunnel throughHigh

When fans say what sets FOUNDRY apart, they usually mean the terrain. They enjoy flattening mountains, hiding belt highways underground, building factories in caves or on sky platforms, and reshaping the map with explosives and the orbital laser. Each new world is generated with a different layout, which several reviewers prefer to Satisfactory's fixed map. The terrain also costs time: clearing land block by block with a short-range drill is slow, and a few players say they gave up and built floating platforms above the ground instead (see the frustrations below).

An addictive, low-pressure factory loopHigh

Reviews describe losing whole evenings ("i CANT STOP PLAYING THIS GAME") to the "just one more thing" pull of the genre, and with no combat, hunger or fall damage they can work at their own pace. A player who came in with almost no factory-game experience wrote: "FOUNDRY feels weirdly cozy to me." Players who like to optimise enjoy working out ratios, finding bottlenecks and rebuilding, and several say the game ramps from an easy start into real complexity. A few parents say they play it with their children, one because Satisfactory is still too complex for them and the lack of monsters helps. That same calm is what the debate over enemies, under the split topics, is about.

Smart systems: grid building, floor power and self-digging elevatorsMedium

Low-voltage power runs through the foundation blocks, so players don't have to wire every machine ("I love electricity implementation"), and the grid keeps layouts neat. Elevators that dig their own shaft to a chosen depth impress people who expected to excavate by hand: "You tell it the depth (or height) and it will automatically build itself to that area for you." Reviewers also name the modular mega-buildings, construction drones, the jetpack, and machines whose built-in screens show their input and output rates. A minority find the split between high and low voltage confusing or the screens hard to read.

Runs well and rarely breaks for Early AccessMedium

Reviews that bring up performance often call FOUNDRY stable and well optimised, some of them on older PCs, Linux or the Steam Deck. One player reports "several hundred hours into a single save and the game is still running as smooth as butter!" The biggest bases are where that changes. One player writes that "late game it gets tedious and requires a top-of-the-line PC to get even adequate performance," others mention slowdowns on large saves, and a few hit crashes, falls through the world or multiplayer desyncs. The interface is a separate matter: several reviews, positive and negative, call it unpolished.

Co-op that worksLow

Players who build with friends or family praise how easy multiplayer is to set up ("Coop works great. Setup took less than a minute.") and like that any player can keep a shared world and host it later. A few report desync or connection problems.

Where players are split
How it compares to Satisfactory and FactorioHigh

Fans mean the comparison as praise. They call it "3D Factorio" or a cross between two or more of those games, and some rate it above Satisfactory, usually because the grid, the finite resources and the procedural maps suit them better. Critics see the same borrowing as a lack of identity and tell readers to play Satisfactory or Factorio instead. One puts it bluntly: "It's like they've copied a whole bunch of things from other factory games like Factorio, Dyson Sphere Program and Satisfactory and gone out of their way to make them worse." A few of the critics mention hundreds or thousands of hours in Satisfactory or Factorio.

The galactic market and space stationHigh

Reviews tie the trade layer to the Galactic Commerce update of May 2025. Supporters say selling robots, paying off the starting debt and competing for market share give the factory a purpose other games lack, and some like that the currency feeds back into production: "the galactic currency ends up being a resource that you need to feed into your factories." Critics find it a slow, menu-driven side game with static prices, and several say it undermines the factory itself because nearly everything can be bought: "importing items from outer space basically negates the justification to automate anything and ruins the fun." A smaller group said the update shifted the game toward profit chasing they did not want.

Finite resource nodesMedium

Ore patches run dry, and players disagree about whether that is good design. Some like the pressure to expand and plan ahead ("I like the finite resources so it forces you to go find more and update your supply lines"). Others hit the wall when a starter node empties and the next one is far away or deep underground: "Now I can abandon my base completely and rebuild somewhere else or painfully redirect resources from somewhere else to my main base." Several ask for an option to make nodes larger or infinite, and some note that fracking and market imports ease the problem later in the game.

No enemies and no dangerMedium

Reviews that mention the absence of combat divide on it. Some welcome a pure, stress-free factory game, and one calls it a good family game for that reason. Others find that the lack of any threat leaves the world flat and the factory without urgency: "There will never be a factorio successor until you have adversity in there to keep it from being boring." Several suggest optional hostiles, weather or other pressures as a mode rather than a default. One fan's line captures the middle ground: "Having no hostiles can be a deal breaker for some, but if you like pure factories where material collection, scarcity, and throughput are the main challenges, you'll enjoy it."

Development pace and save resetsMedium

Reviews written over the long gap before the May 2025 update complained that updates were slow and that the team posted plans rather than content ("Give us more updates and less dev notes."), and a few called the game abandoned. Later reviews swung the other way, crediting regular dev blogs, responsive developers and big additions such as the galactic market, trains and construction drones; one player, updating a review in October 2026, wrote that their main complaint had been a big one and "construction bots more or less fixed it." Some of those updates also broke old saves, which hit players with long-running factories hard ("old saves pre-update will not load in any way").

TrainsLow

Trains were a frequent request through 2024 and 2025, and once they arrived reactions split. Some found them excellent ("I have never found it as seamless and easy to use as FOUNDRY has done"), while others found track placement and signals hard to use, and one player said "the trains are terrible to the point of unusable." Removing the radial menu for track placement drew a specific complaint.

What frustrates players
Building is clunky and slow to scaleHigh

This is the most common complaint in negative reviews: 144 of the 478 (30%) describe building as clunky, tedious or awkward, or point to missing blueprints, loaders or controls. Machines cannot feed each other directly, so every connection needs a loader and a belt; loaders are bulky, cover the belts and have to be toggled by hand; conveyors need separate slope pieces and cannot be rotated without being picked up; pipes require choosing and rotating each elbow; and machine settings live on small panels that conveyors often block. On top of that, there was no native blueprint or copy-paste tool, so scaling a production line meant placing every machine and loader again: "Factory game without blueprint system is pain." Some players who stayed on call the community blueprint mod (Duplicationer) essential. A positive review that asks for better placement tools puts the request this way: "I don't want the game to make the factory simpler. I just want the process of BUILDING the factory to be less annoying."

The Paradox launcher and account promptMedium

The publisher's launcher, its terms of service and its account prompt come up in 71 negative reviews, 15% of the total. In May 2024 it appears in 23% of that month's negative reviews, and it came back with the May 2025 update, when 26 of that month's 127 negative reviews mention it. Many of these reviewers say they like the game. One reads, "Bad review isn't for the quality of the gameplay. It's for the annoying integration of the Paradox launcher." Players shared launch-option workarounds, and reviews from mid-2025 report that the launcher became optional; some changed their review to positive because of it. After that the complaint largely faded (7 of the 588 reviews written from August 2025 onward mention it), though later reviews still describe the launcher installing itself and a sign-up screen appearing on first run.

Little to work toward and little to findMedium

Players who reach the later tiers often say the game runs out of reasons to keep building. The goal is market dominance and a rising number, which some find hollow: "Make more money to make more money." Others call the procedural world pretty but empty, with no ruins, points of interest or rare finds to reward exploration once the nearby ore is mapped. Reviewers also say the research tree finishes quickly for experienced players and that endgame unlocks barely change how they play. These complaints come mainly from players with long playtimes.

A slow, confusing startMedium

Players writing after their first hours describe an awkward opening ("But the initial few hours are brutal."), unfamiliar default keys such as B for the inventory, a tutorial that stops early, and in-game help that describes systems without explaining how to set them up: "they consistently gloss over the details of exactly HOW to do those things." Boilers, steam power, fluids and the station's trade screens are named as sticking points. The research tree draws its own criticism for being hard to read and lacking a queue or search ("The tech tree is more like a tech spiderweb that a dog ran through"). A minority praise the F1 help system and the tutorial.

Clearing land and getting around takes too longMedium

Because most buildings need foundations, players spend hours clearing trees, rocks and terrain with a drill that removes one block at a time: "That's almost 11 minutes of just drilling because you can only drill one block at a time." Explosives and later tools help, but several say those tools arrive after they were needed most. Getting around a growing factory is slow on foot before the jetpack, and requests for teleporters, faster travel and earlier transport options recur. Some later reviews say newer excavation tools improved this.

Price for an Early Access gameLow

A recurring group says the game is fun but not worth full price in its Early Access state, often pointing out that finished competitors cost about the same: "As it stands, it's worth €10; €20 on sale is a bit much, and €30 is too much." Some positive reviews also advise buying on sale.

The AI-generated narrator voiceLow

The tutorial narrator, Carl, uses a generative-AI voice, and a smaller group objects, either on principle or because the delivery sounds flat. Some suggest the dialogue would work better unvoiced: "The voice lines in this game are so insignificant as a part of the experience that they could've been beeps and chirps." Separately, several players find the beeping helper robot C3-BB and the narrator's chatter annoying, while others call them charming.

3. The player conversation

Many positive reviews are short endorsements from people who lost hours to the game, while the long reviews on both sides read like feedback lists for the developers. Some negative reviewers say the core is good and then list fixes, and positive reviews often raise the same building friction and missing blueprints.

What people raise depends on how far they got. Players who stopped in the first hours, free-weekend players among them, talk about the controls, the loaders, the launcher, the tutorial and the AI voice. Players with dozens or hundreds of hours talk about scaling: blueprints, belt and pipe placement, market balance, finite nodes, trains, late-game performance and the lack of an endgame goal, and they often name the mods they installed to keep going.

The mood has moved with updates and free weekends. Reviews in launch week were 85% positive. In the weeks around the May 2025 update and free weekend the positive share fell to between 64% and 73%, as a wave of free-weekend players and some returning players who lost saves weighed in. It recovered to mostly above 80% in the following months, and most weeks of January and February 2026 came in above 90%, a stretch in which reviews credit additions such as trains and construction drones. The May 2026 free weekend brought another dip, to 58% and then 71% over two weeks.

4. What the developers could do

  1. Add native blueprints and bulk-building tools. Reviewers ask for copy-paste again and again, and some long-term players say the game only became playable for them once they installed a blueprint mod.
  2. Streamline belt, loader and pipe placement. Reviewers ask for direct machine-to-machine insertion, loaders that detect direction, belts that can be rotated in place, compact vertical transport and pipes that snap to connections, because these steps are where they say the game fights them.
  3. Give the late game a goal beyond a rising number. Players who reach the market say money only buys more money and that cheap imports make whole production chains pointless, so dynamic prices, meaningful rewards for market dominance or a concrete endgame project would answer them.
  4. Remove the Paradox launcher and account prompt entirely. It comes up in 15% of negative reviews, and later reviews still report it installing and prompting even after it became optional.
  5. Speed up land clearing, digging and travel early on. Players describe hours of one-block drilling and long walks before the jetpack, and ask for area tools, faster excavation and teleporters earlier in the tech tree.
  6. Rework onboarding and the research screen. A clearer tutorial that explains power, fluids and the station, plus a searchable research tree with a queue, would address the confusion that some players say ended their first sessions.
  7. Let players mute or replace the AI narrator voice. Some players object to the generated voice, and several say text or robot beeps would serve the dialogue better.
  8. Keep large factories and old saves running. Players with big bases report simulation slowdowns and very large saves, and several lost long-running worlds when updates broke save compatibility.

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