
Screenshots

Watch trailer on Steam ↗Incremental Factory
Significant Steak · Published by Significant Steak
Mixed — 67% positive (249 reviews)
Last updated 27 Sept 2026
Craft and automate an industrial empire from scratch! Experience a strategic game teeming with challenges as you manage resources, overcome hurdles, and optimize production chains. Are you ready to conquer the challenges of Incremental Factory? Your journey starts here... The Factory Must Grow!
£7.49
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Price history
Indie, Simulation, Strategy, Early Access, Casual · 2024 · More £5 - £15 games
Manage resources, optimize production, and conquer challenges as you craft and automate an ever-growing factory in Incremental Factory.
About this game
From the mind of a lone engineer, watch as your empire grows into a sprawling network of parcels and clusters, each humming with the rhythmic dance of machinery. This is more than just an automation game - it's an intricate dance of strategy, planning, and constant optimization, where every decision you make has a ripple effect throughout your entire enterprise.
Construct and operate your own factory, managing the flow of resources, overcoming challenges, and constantly optimize your production chains. With a whole array of tools and structures at your disposal, the power to create a bustling industrial empire is in your hands.
Incremental Factory is a living, breathing game, with an active community that plays a vital role in shaping updates and bug fixes. Together with your fellow players, you'll help to shape the game and create an ever-evolving experience that's as immersive as it is challenging.
Are you ready to build your own industrial empire and conquer the challenges of Incremental Factory? Your journey starts here... The Factory Must Grow!
What others say about the game
- "This is honestly one of my dream games. I love Factorio but it’s such a time sink. I’ve always wanted a good logistics game that could just run in the background. As long as it gets regular updates I can see myself coming back to it for years"
- "It’s one of the best idle games I’ve found."
- "This game is the perfect incremental of factorio, I swear!"
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Processor: 2.0 GHz dual-core Intel Core i5
- Memory: 1024 MB RAM
- Graphics: NVIDIA GeForce GTX 960
- DirectX: Version 12
- Storage: 500 MB available space
- Sound Card: -
- Additional Notes: WebGPU: Native hardware support required
Supported Languages
Latest news
Patch NotesOfficial
Update 0.9.0.1 - The Progression Wall Comes Down
Engineers, most factories were stuck at the same wall: batteries gating oil, capped Sources, parallel lines undercounting. That wall is gone. Progression unblocked: batteries and scalingThe biggest change is a full redesign: Source upgrades no longer cost their own resource. Each tier is paid with the previous chain's goods. The oil and battery dead-wait is gone. Battery Banks unlock with Battery Tech. No more hunting for the unlock. Upgraded Sources deliver their full researched rate. A hidden cap held every Source at 1250/s no matter what you researched. Deliveries from multiple sources add up again. Two factories feeding one warehouse count both, like in 0.8. The Oil Refinery consumes what its recipe says. It was quietly eating double. Nuclear reactors got betterReactors make power without a heat exchanger. Core plus turbines now produce base power, and exchangers boost it. Before, a reactor without an exchanger ate fuel and produced nothing. A zero explains itself. The energy row now names the problem: "no turbine to convert the heat", "no reactor fuel". Hover a turbine or heat exchanger to see what one more would add, straight from the reactor math. The reactor card shows real output. The old flat "+100 energy/t" is gone. Card and energy row now always agree, and the coolant plant no longer lists energy it doesn't produce. Accurate numbers on the mapEvery rate reads /t. The map said "/s" while parcel interiors said "/t" for the same number. Now it is one unit everywhere, at every game speed. Cable bars show true fill. A patched cable carrying 64/t of its 128/t now reads half full instead of full. Base cables look exactly as before. Quality of lifeUI scaling works on every platform and can't lock you out. The Settings dialog scrolls, and parcel cards stay under the menus. Esc opens the pause menu when nothing else is open, and consistently closes what you'd expect. Power demand is measured before throttling. No more flickering grids. Sources stay visible in dark...Read full article on Community Announcements (Significant Steak)AnnouncementsOfficial
Beta Release v09 - Incremental Factory: Infinite
As many of you know, I have been working on v0.8 for quite some time, pushing to expand Incremental Factory into a much larger conceptual world.After all, one thesis for Incremental Factory is: scale is fun (= the factory must grow).Once I rolled out v0.8 to our amazing early testers, I realized that while the game was resonating, something was missing: the iconic graph-based factory screenshots that so many of you shared with the rest of the community stopped.I found myself missing that. And while v0.8 adds so many other things that are exciting and interesting, it does not deliver that.I wanted to return to that pure graph-based factory-building experience, but I didn't want to abandon the world we built for v0.8. Then the answer clicked: game modes.That idea unlocked everything. I rebuilt and refactored large parts of the game from the core outward: a multithreaded simulation, a new rendering layer and generally cleaner architectural foundations, with the ultimate goal of enabling player-created game modes and even modding.And that is where Incremental Factory: Infinite was born.Infinite focuses on the essence: building, connecting, optimizing, and scaling one enormous graph-based factory. No combat. No resource depletion. No unnecessary artificial walls. Start with a trickle of stone, unlock new resource veins, and push every resource from scarcity all the way to infinity.v0.9 begins the era of game modes. Infinite will be my main focus first. The v0.8 experience continues as „Empire“, playable on the same rebuilt foundation and benefiting from every core improvement.Infinite is launching on the web alpha and on Steam Beta today. (switch to the "v09-beta" branch by selecting it in the games options from the steam library)I would love for you to build something enormous, push the new engine, and tell me how it feels. (There is now a built-in Feedback button in the settings!)The factory must grow.P.S.I just want to emphasize the amount of refactoring, rebuilding, ...Read full article on Community Announcements (Significant Steak)Patch NotesOfficial
Version v08 Beta - Patchnotes 26.2.16
Bug Fixes: Fixes fuseFactoryTech so it now properly unlocks the Fuse Factory (including localization and save backfill for already-completed research).Fixes repair kit progression timing: Basic Repair Kit Factory Tech is now available before purple science (moved to Military Tech Tier 2 path).Fixes overlapping same-direction hub connections (e.g. copper plates/cables stacking and becoming hard to select).Fixes research unlock text mismatches:Basic Electronics now only lists Gen 1 Chip Plant.Silicon Production Tech now lists Silicon Furnace. QoL Feature: Adds Shift-drag axis lock in map view:live horizontal/vertical lock switching while dragging,in-canvas guide line + lock label,clearer drag-origin indicator.Live on v08-beta branch!Read full article on Community Announcements (Significant Steak)Patch NotesOfficial
Version v08 Beta - Patchnotes 26.2.15
Bug Fixes:Fixes a savegame loading bugImproves hub connection resource selector 'More' candidates.QoL Feature:Adds color-coded production rate stats in the sidebar.Read full article on Community Announcements (Significant Steak)Patch NotesOfficial
Version v08 Beta - Hotfix (26.2.14)
- Added a loading screen escape hatch: if the game gets stuck while auto-loading (e.g. “initializing excavation”), you can now press Back to Home and then Continue/Load manually.- Added Large Node Parcels setting (bigger node visuals; handles still appear on hover).- Fixed production hubs sharing camera state: each hub now remembers its own camera position and zoom, including across leaving the view and reloads.- Fixed research UI progress/hover bars showing incorrect remaining cost/progress (no more incorrect 0%/100% display).- Fixed combat zone unlock bug when switching zones mid-fight: fights now resolve/unlock the correct zone and don’t leave zones stuck in combat state.Read full article on Community Announcements (Significant Steak)






