ACTIVED Games
Factory Defense
Factory Defense — ACTIVED GamesBuild a factory, automate its production and defend it from enemy waves.
How it works
A factory that feeds the defense.
Build production lines, move resources and protect the base.
Factory Defense
Defend what you build.
Turrets, ammunition and enemy waves are still in development.
ACTIVED Games
The game loop.
Build a factory, automate its production and defend it from enemy waves.
ACTIVED Games
Game systems.
Implemented systems · In development
Implemented systems15
- PLAYABLE Extractor
- PLAYABLE Furnace
- PLAYABLE Belts V1, V2 and V3
- PLAYABLE Belt supports
- PLAYABLE Splitter
- PLAYABLE Merger
- PLAYABLE Energy
- PLAYABLE Energy cost
- PLAYABLE Cables
- PLAYABLE Storage
- PLAYABLE Inventory
- PLAYABLE Item pickup
- PLAYABLE Crafting table
- PLAYABLE Build menu
- PLAYABLE Containers
In development12
- EXPERIMENTAL Development generator
- IN DEVELOPMENT Enemies attacking structures
- IN DEVELOPMENT Belt reliability
- IN DEVELOPMENT Turrets
- IN DEVELOPMENT Ammunition
- IN DEVELOPMENT Target selection
- IN DEVELOPMENT Waves
- IN DEVELOPMENT Visual presentation
- PLANNED Trailer vertical slice
- PLANNED Wave interface
- PLANNED Saving
- PLANNED Optimization
Production and defense
From factory to defense.
The factory extracts, moves and processes resources before defending the base.
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The system's starting point: raw resources that activate the entire chain.
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Turns mineral nodes into steady flow, with energy cost and its own pace.
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Moves resources and exposes design bottlenecks.
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Processes materials within the production flow.
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Keeps resources available within the production flow.
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Connects production and defense. Turrets, ammunition and waves are still in development.
01 · Public activity
VISIBLE ACTIVITY, NOT STATIC PROMISES.
A custom calendar for real work: development sessions, research, identity, web and playable systems.
Real ACTIVED GAMES sessions will appear here once they are published.
- Current focus
- Debugging belt reliability.
- Next
- Visual polish for the factory.
- Target
- Trailer vertical slice.
ACTIVED Games
Development.
What we are testing and building.
02 · Devlogs
PROCESS NOTES FROM THE BUILD.
Editorial entries about decisions, bugs, scope limits and project progress.
No devlogs match this search.
Roadmap
SHORT-TERM BUILD SEQUENCE.
Editable phases without fake dates: priority, status and visible next focus.
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Lock which systems appear in the vertical slice to avoid constant scope changes.
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Make sure resources move readably between extractor, belt, furnace and storage.
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Polish the visual read of machines, resource routes, energy and base state.
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Connect production and defenses so waves create real pressure.
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Capture representative sequences with UI, factory systems and defense working together.
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Prepare public assets, the project page and follow-up material.