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Project Apparatus

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Project Apparatus screenshot 1
Project Apparatus -Trailer 2 trailerWatch trailer on Steam ↗

Project Apparatus

Scyclic Games · Published by Scyclic Games · Official site ↗

4 user reviews — 75% positive (4 reviews) · 12 achievements

Last updated 28 Sept 2026

Power generators, stun haywire hostiles and magnetize objects using your electrical tools in this sci-fi platformer with steampunk elements.

DJCTQ 10Full Controller Support

£3.39

Lowest price we've ever recorded

View on Steam

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Price history

4 Sept 2026Lowest: £3.39 · Highest: £3.398 Oct 2026

Adventure, Indie, Casual · 2024 · More under £5 games

Explore a steampunk-infused world where power generators are your key to survival. Use electrical gadgets to magnetize items and neutralize hostile entities in Project Apparatus, an indie adventure that blends platforming challenges with sci-fi thrills.

About this game

Project Apparatus is a 2.5D side scroller adventure game with puzzle elements where you control a scrapped technician robot, known as an apparatus, in a seemingly desolate factory. Solve a series of electric-based puzzles and avoid hostile units to reach the control room and restore order.

System Requirements

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Minimum

Minimum:
  • OS: Windows 10 (64-bit)
  • Processor: Intel CPU Core i3
  • Memory: 600 MB RAM
  • Graphics: Nvidia GTX 460
  • DirectX: Version 9.0c
  • Storage: 3 GB available space
  • Sound Card: compatible sound card

Recommended

Recommended:
  • OS: Windows 10 (64-bit)
  • Processor: Intel CPU Core i7
  • Memory: 1 GB RAM
  • Graphics: Nvidia GTX 660
  • DirectX: Version 11
  • Storage: 3 GB available space
  • Sound Card: compatible sound card

Supported Languages

English

Latest news

  • Patch NotesOfficial

    Update: Apparatus v1.25

    1st off, I just want to say "Thank You" to anyone who has somehow stumbled upon this title and tried it out. I know It wasn't the best it could have been when I released it, and I apologize for that, but I genuinely believe it is in a much stronger place now and I aim to continue improving it. So what's changed? Kind of a lot. Most noticeably: -Lighting has been improved. Yes, this game takes place in a dark, run down factory, but that's no reason not to be able to see your surroundings. As such, more lights have been added/tweaked, dark shadowed areas have been lessened and an option has been added to the main menu to further increase brightness/gamma. -When using a controller, Playstation glyphs can now be displayed instead of xbox ones. You shall need to forgive this small indie developer, but I could not figure out a system to make the type of controller input recognized, so when using a controller you can now toggle whichsetup you wish to see in the pause/main menu. -Some new sfx/ music tracks have been added. You likely wont notice these, but still want to mention it. I am very finicky about the sounds that play in this game, and may alter them further in a future update. -Fixed a glitch where some enemy robots wouldn't respawn after killing player while simultaneously being destroyed. -Small animation fixes to level intro "cutscenes" that just generally improve the game's look. -Minor level tweaks to try and make the factory feel more "alive" That's all the noticeable stuff. As always, If you tried the game before (or picked it up on a whim during a sale) PLEASE let my know what you think could be improved for future updates. Keep rolling. -Scyclic Games
    Read full article on Community Announcements (Scyclic Games)
  • Patch NotesOfficial

    Project Apparatus Update no.4

    {STEAM_CLAN_IMAGE}/44889476/82ffde9a804e6e7385253bd8b8208fcde304961e.png Greetings. This isn't a large update by any means, but I feel it is a much needed one. Hopefully these alterations are all for the better of making this game feel more complete. First and foremost: Jumping has been "fixed" -Due to some much needed player feedback, of which I am grateful for, I have given the player both a double jump, and removed the charge mechanic that allowed the player apparatus to jump higher (kind of). To summarize: -The stamina/jump bar now reflects the player's Nitrous levels. Use Nitrous to dash and double jump. -Pickup items have been added to support this mechanic. -Holding the jump button for approximately a half second, immediately causes character to jump slightly higher than it would had the user simply tapped it. -The player HUD now indicated whenever an item in proximity can be interacted with. -HUD has also been reduced slightly, as I felt it didn't need to be as prominent as it was. However, this could change again if necessary. -Minor visual changes and level fixes. This mainly includes general cleaning up of geometry, and altering any assets I believed would make the levels "flow" better. -Some player SFXs have been either changed, fixed, or removed entirely. -Finally, The tutorial text has been reformatted to just generally look/read better. Hopefully, this will help actually explain what players need to do in a concise manner. I think that's all the important stuff. As always, do not hesitate to leave feedback, positive OR negative. And more importantly, thank you for playing.
    Read full article on Community Announcements (Scyclic Games)
  • Patch NotesOfficial

    Project Apparatus Update no. 3

    Greetings! Some stuff has been added, and other stuff has been changed in order to improve sections of the game. General Fixes: -One of the biggest complaints, lack of air control, has been increased. The player now has slightly more maneuverability while jumping. This should make jumping onto a crate (for example) from a standstill position easier. However, momentum is still recommended for longer jumps. -Inventory overhaul; yes, this game has an inventory menu. Why? BECAUSE. It now has been modified in order to hold the max number of items, and make item descriptions readable. -Camera adjustments and player weapon swap tweaks. -SFX changes and fixed volume slider not effecting certain sounds. -Finally, there is now a fun little event located in level 3 for those willing to scavenge. As for the level specific fixes: Level 2 -Turret firing has been adjusted to allow for more time between shots -2 sections have been heavily reworked, and improved, to keep player from getting stuck in a specific area when transitioning planes. - Altered geometry (mostly visual changes that do not affect gameplay) Level 3 -On NG+, player can now access previously locked room -minor changes to level geometry Level 4 -Added invisible walls to impede player movement and prevent Apparatus from getting stuck in unintended areas. -The entire main ending, basically. That's all! As always, please don't hesitate to leave feedback on how you believe the game could be improved so that I can make this project as good as it can be. Also, thank you for playing. -Scyclic Games
    Read full article on Community Announcements (Scyclic Games)
  • Patch NotesOfficial

    Project Apparatus update no.2

    Greetings. Just a quick update because a few issues were brought to my attention, and I can't help myself from going back and adding/altering other stuff I think will make this game better. Now, for the important stuff: Non-lvl specific edits/fixes -NG+ has been fully implemented --Energy does not recharge --NEW WEAPONS?! --slight alterations to story and enemies during sequential playthroughs. -Improved weapon swap functionality (see NG+), and fixed a glitch where player could swap weapons when the apparatus was considered inactive -Fixed an issue where dashing would cause the wheels to spin rabidly long after the action was performed. -The player's Apparatus can now be sliced in half vertically by spinning blades. --Honestly meant to have this in sooner, but I kind of forgot.... my bad. Level 3 edits -Added general background assets to visually improve sections -Revamped/edited cutscenes -because I thought they looked cooler this way (opinions may vary) -Minor changes to the main boss fight (If you know, you know) --Saw blades are now SLIGHLTY easier to dodge (Original difficulty level moved to 2nd playthrough) Level 4 edits -Fixed a bug where ending text wouldn't play unless certain criteria were met. -general Lighting/geometry fixes that I'm sure no one will notice -Added optional dialogue Level 5 edits (yes, there is a 5th level) -Altered enemy placements -Fixed an issue where Apparatus's wheels would not turn when moving on the x-axis -other fun stuff Apologies, a few additional things that I missed worth mentioning -added energy dispenser for NG+ on level 3 -The last weapon parts can now be picked up in either order -Level 4 select menu button has been fixed, and will now function correctly after the player has completed level 5 {Just on the off chance anyone wants to go back after finishing the game] -Finally, fixed player not being able to shoot until a prior action was performed in level 5 OKAY. Now that's everything. If you have found something you think ...
    Read full article on Community Announcements (Scyclic Games)
  • Patch NotesOfficial

    Week 1 update

    Patch Notes -Fixed an issue where it was possible to die right before finishing the boss fight, thus causing a fake-out death. -Improved weapon swap -missing sfx added for spark tool, and other minor sound alterations -level 3 final chase and cutscene adjustments Small stuff -NG+ energy tweaks -Background geometry
    Read full article on Community Announcements (Scyclic Games)

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