Info about FluxWerks:

Official game description:
The terrain in FluxWerks is not a backdrop. It is a resource and a hazard. Strip-mine a mountain into nothing, then build your factory down into the hole it left. Dig below a lake and the water pours in behind you. Heat crosses from block to block, and storms wear down every machine you leave in the open.
**^^^ Try out the demo from the green banner above ^^^**
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**Demo is always up to date and your demo save games can be continued on the full game. No progress is lost.**
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The scan said this world was empty
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A long-range scan found a temperate, oxygen-rich, unoccupied world. You are the preparation unit, sent far ahead to raise an industrial base, survey the planet, and transmit everything home. The orders are simple. But a scan taken from that far away does not catch everything, and the closer you look at this world, the less empty it seems.
Key features
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**Total voxel freedom**
Every block in the world can be mined, moved, or built over. Strip-mine a mountain with excavators, carve a bunker into deep rock, or build a platform across the open ocean and a tunnel underneath it.
**Dynamic fluid simulation**
Water, oil, lava and acid flow through the world and react where they meet. Water on lava makes obsidian. Water on hot ground boils away. Volcanoes erupt for real, and lava does not care what you built in its path.
**Heat is physical**
Waste heat does not just vanish away. It moves through the blocks around your machines, so how and where you build matters as much as what you build. Pipe the heat away, or turn it back into power.
**Deep automation and logistics**
Build dense assembly lines from belts, inserters and pipes, and cover long distances with cargo drones. Copy any working section of your factory as a blueprint and stamp it anywhere.
**The nanobot swarm**
You touch the world through a nanobot swarm. Point it at terrain to clear it, at resources to harvest them, at a blueprint to print it.
**Your exhaust does not just disappear**
FluxWerks has no enemy factions, but the planet keeps score. Pollute the air heavily enough and something dormant in the soil might awaken...
**Explore a world with a past**
Cross deserts, jungles, tundra and volcanic wastes, and dig into cave systems. Scan for ore straight through solid rock. Points of interest are scattered across the world, with story background to uncover.
**Weather wears things down**
Rain, blizzards, sandstorms and lightning cross the world on their own schedule, and machines wear out with exposure. Keeping repairs flowing is its own supply chain.
**Research across eras**
Climb from your first furnace to industrial chemistry and advanced electronics. Every research era asks for a noticeably bigger factory than the last, and each one unlocks machines that change how you build, not just how fast you build.
**The computing layer**
Advanced machines draw on a shared computing reserve produced by your computer clusters. A starved factory slows down, and computers draw real power and put out real heat, so datacenter management becomes a real puzzle to solve.
**Built for scale**
FluxWerks is designed for large factories, while still simulating the heat and fluids across the whole map. Fly freely around the world while the factory keeps running.
The survey is waiting. **Wishlist FluxWerks.**
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Release date: Sep 23, 2026

Categories: Factory Building, Voxel-based Gameplay, Automation Game, Heat and temperature management, Fluid and thermodynamics simulation, Terraforming, Logistics Management, Tech Tree Progression

Feature scans:
- Wiki: score 50; verdict: Tier 3 - The Student; summary: The reviews primarily criticize the in-game wiki as bare bones, lacking explanations, images, and calculation guidance, while also reporting confusion with unofficial wikis. This is an instructional data gap: users need better in-game information to learn systems and understand content. There are no strong farming, loot-table, inventory-management, or crafting-requirement triggers. An alt-tab invasion issue appears, but it is secondary to the wiki-data complaints.

- Hardware Profile:
  - Summary: Both Windows hardware cohorts report positive performance, with the game running well on higher-VRAM systems and still performing well on older 8GB VRAM hardware.
  - Sample size: 23 (22% coverage)
  - Audience skew: Review sample is heavily weighted toward Windows PCs with 10GB+ VRAM.
  - Windows 12-15GB VRAM (positive, 8 reports): Players report the game runs great and performs well on both laptop and desktop Nvidia systems.
  - Windows 8-11GB VRAM (positive, 5 reports): The game is reported to run well even on older systems in this cohort.
  - Caveats: 23 of 105 reviews expose hardware metadata.; Review sample is heavily weighted toward Windows PCs with 10GB+ VRAM.
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: N/A
  - Session length: 3.0h
  - Endgame: N/A
  - Reasoning: The only clearly supported playtime metric is sessionLength: one reviewer says that in FluxWerks 'suddenly 3 hours are gone,' indicating a typical session of about 3 hours. The 50-hour and 150-hour statements are total playtime reports rather than completion times or distinct endgame durations. No review gives an exact time to complete the game or a story, and no review gives a separate endgame duration, so gameCompletion, storyCompletion, and endgame are null.
- Time-to-fun:
  - Summary: The strongest reports show immediate engagement and satisfying early progression, despite a tedious checklist tutorial, hidden area-select control, and base-layout/resource friction.
  - Stance: Fun immediately
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: Boring checklist-style tutorial; ALT area-select control not mentioned and disabled during tutorial, nearly causing uninstall; Tutorial time gate with little else to do; Terrain flattening and base layout feel like a slog; Early resource depletion forces mining relocation; Early game felt more tedious than expected
  - Unlock drivers: Persistence through early resource scarcity, after which it reportedly gets better; Prior factory-game knowledge helps new players figure things out quickly; A setting can disable tedious mechanics
  - Conditions: Prior factory-management game experience; Whether the ALT area-select control is discovered; Focus on the tutorial checklist versus tech-tree advancement; Availability of early resources; Tolerance for terrain flattening and base layout; Tutorial time gates; Willingness to push past early resource scarcity; Player preference for free exploration over scripted tutorial steps
- Player Archetypes:
  - Automation Genre Veteran (buy)
    - Motivation: Comparing and optimizing factory/automation systems while finding fresh twists in a familiar genre.
    - Playstyle: Builds large-scale automated production lines, evaluates system balance, and benchmarks the game against established factory titles.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: Factorio fan; Satisfactory fan; DSP fan
    - Reference games: Satisfactory; Factorio; Captain of Industry; DSP
  - Chill Factory Sandbox Builder (buy)
    - Motivation: Relaxed, open-ended creation and factory building with low pressure.
    - Playstyle: Plays at a relaxed pace, builds open-ended bases, and values vibe and smooth performance over hard optimization.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Polish-Sensitive Early-Access Evaluator (no buy)
    - Motivation: A polished, smooth, and performant building experience before committing time or money.
    - Playstyle: Tests performance and build feel, tries demos, and waits for patches before committing.
    - Experience: familiar
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Promising Factory Builder (weight 0.4): Reviewers see the game as a well-made factory builder with impressive depth and potential. It is already playable and enjoyable, with a fun automation concept.
- Polished Early Access Experience (weight 0.31): Reviewers repeatedly describe the game as surprisingly polished and running smoothly with no bugs. The early access state feels more complete than expected, with fluid gameplay.
- Strong Gameplay and Content (weight 0.2): Gameplay is described as solid and better than most genre competitors, with plentiful content already available. Players find the core loop fun and engaging.
- Intuitive and Smooth UI (weight 0.2): Multiple players highlight the user interface as intuitive, nice-feeling, and easy to use. Controls are similarly praised for being intuitive and smooth.
- Overall Positive Reception (weight 0.2): Reviewers express strong liking and love for the game, with many describing it as very good overall. The general sentiment is highly favorable.
- Generous and Fun Demo (weight 0.19): The demo is quite expansive and generous, fun enough to prompt purchases. Many reviewers loved the demo and found it a strong introduction to the full game.
- Enjoyable Digging and Blueprints (weight 0.18): Players find digging with bots very fun and appreciate having blueprints available from the start. These early-game mechanics add to the enjoyment.
- Caring Developer (weight 0.11): The developer clearly wants to make a great game and cares about making it enjoyable. This dedication is noticed and appreciated by reviewers.
- Memorable Music (weight 0.1): The music is described as quite good and memorable, enhancing the overall experience. Reviewers specifically note the soundtrack as a positive aspect.

Common complaints:
- Belt placement and connection problems (weight 0.52): Belts frequently fail to connect, disconnect randomly, or behave unpredictably at corners and slopes, making automation frustrating and unintuitive.
- Early game is slow, tedious and grindy (weight 0.4): Progress is slow, grindy around ten hours in, with resource scarcity and constant relocation of mining operations making the early experience tedious.
- Building and demolition are clunky (weight 0.4): Placing pipes and belts is clunky, buildings cannot be moved, there is no mass deletion, and demolishing does not remove trees or return materials.
- Tutorial is lengthy and ineffective (weight 0.36): The tutorial is abnormally long, feels like a boring checklist with too much reading and little play, and fails to teach key mechanics like terrain flattening or area select.
- Camera controls feel uncomfortable (weight 0.3): Camera movement is annoying, the flying drone anchor clips into terrain, and visibility is poor when building indoors or underwater.
- Missing quality-of-life features (weight 0.29): Many QoL features are absent, such as automatic corner handling for conveyors, adjusting placed areas, and moving buildings; the interface lacks polish.
- Performance and stability concerns (weight 0.27): CPU utilization is high even on basic bases, Unity engine causes stuttering and rubberbanding at low FPS, and crashes have been experienced.
- Resource scarcity and balancing issues (weight 0.26): Ore deposits deplete quickly, making it hard to secure reliable resources; balancing tweaks are still needed, and some resources are difficult early on.
- Cursor visibility and highlighting issues (weight 0.23): Players struggle to see the cursor or targeted areas due to bright highlights and blending colors, especially when placing drills on ore or selecting large areas.
- Automation is difficult to set up (weight 0.23): Automation is essentially non-existent or a massive pain to set up; conveyors cannot be split, requiring manual workarounds that hinder full automation.
- Power, compute and maintenance overhead (weight 0.22): Power structures produce too little, compute is scarce and power-hungry, and maintenance mechanics are unfun, adding excessive overhead compared to actual building.
- Voxel terrain makes building tedious (weight 0.22): Voxel destruction is slow, flat areas are scarce, and nanobots take hours to terraform, making factory layout and expansion a pain.
- In-game information and wiki are lacking (weight 0.18): The wiki is bare bones with plain text and no images, information overload occurs, and the built-in planner is limited.
- Miscellaneous bugs and jank (weight 0.17): Minor bugs, janky behavior, and a few things that still bug the reviewer detract from the experience.
- Poor underwater and fluid visibility (weight 0.15): Water is nearly invisible, there is no water overlay, and planned underwater builds are not visible from above, forcing constant first-person switching.
- Lack of story and content (weight 0.14): The game lacks story and content, feels boring to some, and needs more stuff overall.
- Language and localization gaps (weight 0.1): There is no Traditional Chinese localization and no official Chinese language support, limiting accessibility for some players.
- LLM writing feels unhuman (weight 0.06): Extensive LLM-generated writing feels grating and unhuman, reducing immersion for some players.
- Material list ordering causes scrolling (weight 0.06): Material lists order high-priority items first then low-to-medium, forcing repeated scrolling up and down.
- Furnace inventory notifications are annoying (weight 0.06): The game constantly notifies the player that they did not load their entire inventory into the furnace, which becomes irritating.

Gameplay feedback:
- Factory and automation core (weight 0.71): The game is fundamentally a factory-building and automation game where players construct production lines and optimize chains. It combines building with wide production capacity and research progression.
- Voxel-based world and visuals (weight 0.54): The game features a voxel-based aesthetic and world, similar to Minecraft, with blocky building, terraforming, and water simulation. Players can manipulate the terrain extensively.
- Adjustable difficulty and tutorials (weight 0.49): The game offers adjustable difficulty settings, including the ability to disable certain overhead systems like xenobloom invasions. Tutorials can be toggled on or off and guide players through basics without forcing layouts.
- Heat and temperature management (weight 0.49): Heat and temperature systems are simulated and affect production, with machines generating heat and requiring cooling. Environmental temperature, climate, and weather add additional management layers.
- Deep tech tree progression (weight 0.48): A large tech tree provides upgrades such as nanobot speed, quantity boosts, and advanced extractors. Progression is often gated by science packs and research generation.
- Belt and logistics systems (weight 0.45): The game features a belt-laying system with routing, rotation, and automatic connections. Belts, inserters, and splitters are used to transport items and build production lines.
- Terraforming and digging mechanics (weight 0.41): Players can dig, excavate, and terraform the landscape using nanobots, including filling in bulk and creating flat ground. This is a core interaction for shaping the world and extracting resources.
- Fluid and thermodynamics simulation (weight 0.36): The game simulates fluids and thermodynamics, including water flow, heat transfer, and cooling systems. These mechanics interact with production and environmental challenges.
- Drone-based player control (weight 0.34): The player controls a floating drone instead of a human character, which defines build range and camera position. This perspective facilitates building and exploration from a god-like view.
- 3D building with vertical layers (weight 0.29): Players can build vertically across multiple levels and dimensions, with a height-based building system. The game is played in 3D with a top-down camera option.
- Nanobot construction and mining (weight 0.23): Nanobots perform terraforming, construction, and mining tasks for the player. Players can queue manual tasks and use nanobots to automate various operations.
- Infinite or customizable maps (weight 0.22): The map is endless or infinite, and players have access to world customization tools. Resources can be set to infinite as an option.
- Environmental systems and pollution (weight 0.22): The game includes pollution, weather wear, and biome systems that affect production and agriculture. Xenobloom invasions and farming can be impacted by pollution.
- Relaxed sandbox experience (weight 0.21): The game offers a relaxed pace and sandbox-style experimentation without combat or monsters (unless enabled). Resources are fully refunded on deconstruction, encouraging creativity.
- Resource depletion and management (weight 0.21): Resources deplete and must be found and managed, with ore scanning and extractors available. Early-game resources can be difficult but improve with persistence.
- Blueprints and production planner (weight 0.18): Blueprints are available early on, and the game includes a built-in production planner and factory planner. These tools help players design and optimize their factories.
- Research packs and science progression (weight 0.17): Progression is driven by science generation over time and mass-producing research packs. Automation of research packs is a key goal.
- Intuitive building and streamlined loop (weight 0.17): The game features intuitive building controls and a streamlined gameplay loop that reduces typical genre tedium. The tutorial presents tasks as a checklist.
- Early Access availability (weight 0.11): The game is in Early Access and receives updates, indicating ongoing development and potential for changes.
- Maintenance and housing requirements (weight 0.1): Maintenance requires constructing housing around industry buildings, and maintenance costs can be avoided by improving concrete production and building roofs. This adds a layer of management.

Performance notes:
- Smooth performance and stability (weight 0.35): Multiple players report the game running smoothly, with good framerates and no crashes on various hardware. Performance is consistently praised, including on older and Nvidia 4-series laptops.
- Low FPS causes stuttering (weight 0.06): Stuttering and rubberbanding occur when FPS drops too low, degrading the experience. This points to performance sensitivity under low framerate conditions.
- CPU concerns for large bases (weight 0.06): CPU utilization sits around 50-60% with a small base, raising concerns about performance with larger bases. This suggests potential scaling issues as base size grows.
- Hard crashes reported (weight 0.06): Some players experienced hard crashes, indicating stability issues for certain configurations. This contrasts with the mostly positive stability reports.

Recommendations:
- Recommended for factory game fans (weight 0.57): Multiple reviewers recommend the game to players who enjoy factory and automation games, often citing similarities to Factorio, Satisfactory, and Dyson Sphere Program. They describe it as scratching the same itch and worth trying for fans of the genre.
- Worth buying despite early access (weight 0.3): Many reviewers consider the game a good buy even in its current early access state, describing it as a safe bet and worth the time. Some mention it belongs in your collection and is impressive for an early access title.
- Promising early access with future potential (weight 0.27): Reviewers see the game as promising and look forward to further development, with some planning to return after more updates. They are excited about the game's evolution and would revise their reviews if content keeps being added.
- Some refunded or cannot recommend (weight 0.23): A few reviewers refunded the game or cannot currently recommend it due to performance concerns and clunky building mechanics. These negative experiences highlight areas needing improvement.
- Try the demo first (weight 0.2): Several reviewers suggest playing the demo before purchasing to see if the game suits you. This advice appears frequently as a way to evaluate the game risk-free.
- Highly recommended by some (weight 0.11): Several reviewers give high praise, with one rating it 9/10 and others highly recommending it. This shows strong positive sentiment from certain players.
- Follow tutorials carefully (weight 0.09): One reviewer advises reading and following the tutorials carefully to understand the game. Another suggests streamlining the tutorial for true newbies.
- Support small developer now (weight 0.06): One reviewer encourages buying the game now to support a small developer. This reflects appreciation for the studio and a desire to see the game grow.
- Currently an appetizer for genre (weight 0.06): A reviewer describes the game as an appetizer compared to main-course factory games, suggesting players may put it down to play more established titles. This implies limited long-term engagement for some.
- Hold off for full polish (weight 0.06): One reviewer suggests holding off on buying if you want a fully polished experience. This indicates the game still has rough edges typical of early access.
- Disable overhead systems for better experience (weight 0.05): A reviewer recommends disabling two overhead systems in the Difficulty menu to improve gameplay. This tip may help new players enjoy the game more.
- Belt fix would change recommendation (weight 0.05): A reviewer states they would change from not recommend to recommend after a belt fix. This points to a specific mechanical issue affecting enjoyment.
- Playable despite English-only text (weight 0.05): A reviewer notes the game is playable by those familiar with factory automation games even though the text is English-only. This suggests the gameplay transcends language barriers for genre veterans.
- May bore some players (weight 0.05): One reviewer recommends the game only for those who can figure out how to play without getting bored. This implies a potential for boredom if players struggle or find the gameplay loop lacking.

Other player notes:
- Compared to Factorio and Satisfactory (weight 0.95): The game is frequently compared to Factorio and Satisfactory, often as a blend of both. Reviewers note it scratches the same automation itch.
- Active and responsive developer (weight 0.85): The developer is highly active, responsive to feedback, and provides frequent updates. Players appreciate the quick patches and communication.
- Early access with expected growth (weight 0.57): The game is currently in Early Access and reviewers expect content to improve as development continues. Many note that the developer is actively adding content during this phase.
- Frequent updates add content (weight 0.27): The developer releases frequent updates that add new devices, systems, and quality-of-life features. The first update added a massive amount of balancing and QoL features.
- Generous demo available (weight 0.23): A demo is available and is described as expansive, generous, and polished. Players appreciate being able to try the game before purchasing.
- Underrated and potential-filled (weight 0.22): Reviewers consider the game underrated and full of potential, with a strong foundation. Some wish it had more YouTube coverage from big creators.
- Offers new twists in automation (weight 0.19): The game offers something different within the factory genre, with new twists and a third dimension compared to Factorio's 2D layout.
- Minecraft-style voxel world (weight 0.15): The game features a Minecraft-like voxel aesthetic and world, which is noted as a minor comparison. The map is infinite.
- Small indie development team (weight 0.15): The game is made by a small indie team, which some reviewers see as impressive given the game's scope and polish.
- Lacks Chinese localization (weight 0.14): The game currently lacks official Chinese localization, though the developer is addressing the lack of Traditional Chinese localization. Game text is English only.
- Clunky building compared to competitors (weight 0.11): One reviewer finds the building mechanics clunky and annoying compared to Factorio and Satisfactory. However, others note the belt system is intuitive like Captain of Industry.
- Environmental challenges over hostile natives (weight 0.06): Challenge comes from the environment rather than hostile natives as in Satisfactory and Factorio, offering a different survival experience.
- In-game wiki available (weight 0.06): The game includes an in-game wiki for structures, helping players learn the game.
- No fast travel early on (weight 0.06): One reviewer notes there is no fast travel available in the first 20 hours, which can be inconvenient.
- Ruins to discover (weight 0.06): The game contains ruins to discover, adding exploration elements.
- Introductory price offered (weight 0.06): The game has an introductory price, making it more accessible for early adopters.
- Auto-saves frequently (weight 0.05): The game auto-saves often, which can be helpful or intrusive depending on preference.
- UI appears AI-assisted (weight 0.05): One reviewer suspects the UI may be AI-assisted or AI-designed, though this is a minor point.
- Double-wide monitor helpful (weight 0.05): Using a double-wide monitor is very helpful for managing many open windows in the game.

Emotions:
- Frustration (weight 0.12): Players are frustrated by slow science progression, tedious maintenance, and agonizingly slow automation setup, with long waits for nanobots to clear terrain. Interface issues like unreliable belt connections, finicky pipe placement, confusing camera controls, and missing quality-of-life features compound the problem. Performance stutters and an inaccessible tutorial with excessive reading further aggravate the experience.
- Enjoyment (weight 0.1): Players enjoy the automation gameplay in a voxel world, the landscape-changing mechanics, and the extensive quality-of-life features. The unique combination of mechanics, chill vibe, and creative building with mass mine and fill tools provide long-lasting fun. The heat management and pollution/farming systems add fresh depth.
- Satisfaction (weight 0.1): Satisfaction comes from watching automated production come together, the many world customization tools, and the unique challenge of heat and fluid mechanics. The god-view factory design, bulk block destruction and placement, and helpful tutorials and QoL tools scratch the same itch as other beloved factory games. The fluid and heat simulation add a different texture to the genre.
- Appreciation (weight 0.08): Players appreciate the top-down view that accommodates motion sickness, early blueprint access, and no power poles that eliminate busywork. The active, responsive developer who fixes bugs promptly and adds quality-of-life features is highly valued. The intuitive technical depth, bug-free fluid gameplay, and good music also earn praise.
- Enthusiasm (weight 0.07): Enthusiasm is driven by factory systems that allow serious tinkering, fresh mechanics in the genre, and an engaging difficulty curve. The polished UI, tutorial, relaxed pacing, and QoL features like map markers and movable UI excite players. The game being excellent for factory builder fans with developer love and depth fuels this enthusiasm.
- Excitement (weight 0.07): Excitement stems from seeing the evolution of a promising factory game through early access, with balancing and QoL updates. The demo's polish led to immediate purchases, and the fresh take on automation with the drone concept and 'J' feature is intriguing. The large tech tree, depth, and future content plans generate eager anticipation.
- Anticipation (weight 0.05): Players anticipate further development of the game, looking forward to revisiting after more updates. They are excited about the Early Access journey, starting the main game, and where the game is heading in the future.
- Disappointment (weight 0.04): Disappointment arises because the game feels like a punishing factory game without the actual factory, lacking content and fun building mechanics. Technical issues like having to use upscaling on high-end GPUs and limited extractor work areas add to the letdown. Some players dropped and refunded the game due to these shortcomings.
- Mild frustration (weight 0.03): Mild frustration sets in around ten hours in as the game becomes grindy and slow, and the belt-laying system logic feels off. The game being janky at times and missing quality-of-life features like moving buildings and adjusting areas contribute to this feeling.
- Annoyance (weight 0.03): Annoyance is caused by having to manually assemble every building with no material refund from destroyed belts, and clunky pipe placement and water building. Loud thunder that cannot be turned down enough, unintuitive recipe ratios, and painful vertical building camera add to the irritation. Belt placement failures and nanobots not building belts are also frustrating.
- Relaxation (weight 0.02): Relaxation comes from the lack of pressure to rush, a calming soundtrack, and the meditative factory building experience. The absence of timers or enemy hordes in the default experience and chill open-world factory building provide a soothing environment.
- Impressed (weight 0.02): Players are impressed by the game's logic and smart ways of doing things, and the solid foundation, depth, and engaging factory automation for an early access game. Smooth performance, a polished look, and clear design contribute to the impression.
- Love (weight 0.02): Love for the game stems from overall enjoyment, the high complexity, and having enjoyed the demo. These factors create a strong positive attachment to the game.
- Admiration (weight 0.02): Admiration is earned by the game blending Factorio and Satisfactory strengths, and being clearly made with love. The first-class quality and passionate developers inspire respect and admiration.
- Hope (weight 0.02): Hope exists because the game has the makings of a truly fantastic game and could be developed into factory-level insanity. Players hope the tutorial gets addressed to unlock this potential.
- Confusion (weight 0.02): Confusion arises from the tutorial being abnormally long, with ruins mechanics not understood and initially little flat terrain available. View controls and the storage system are unclear, adding to the confusion.
- Fun (weight 0.01): Fun comes from the voxel/Minecraft-style take on the Factorio formula and the game scratching the factory itch with an enjoyable planning and fixing loop.
- Immersion (weight 0.01): Immersion is created by recreating a world without tutorials enabled, and the mellow musical score, art, and sound draw players into the experience.
- Calm (weight 0.01): Calm is fostered by the absence of monsters and the freedom to build, while mining tons of little bricks feels mindful and soothing.
- Pleasant surprise (weight 0.01): A pleasant surprise comes from the game hiding refreshing complexity behind a simple look, with quality far above usual early access expectations.}