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Swarmdustry

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Swarmdustry

Mitchy Studios · Published by Mitchy Studios

Very Positive — 90% positive (72 reviews)

Last updated 28 Sept 2026

Build a living factory and automate the Swarm. Harvest resources, construct mega factories, and grow a colony of specialized biomechanical bugs. Balance growth, efficiency, and creep spread before hostile robots squish you for trying to consume their world.

Early AccessDJCTQ lSteam Workshop

£24.99

Lowest price we've ever recorded

View on Steam

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Price history

5 Sept 2026Lowest: £24.99 · Highest: £24.994 Oct 2026

Indie, Simulation, Strategy, Early Access · 2026 · More £15 - £30 games

Control a colony of biomechanical bugs in Swarmdustry's unique simulation experience. Harvest resources, construct mega factories, and outsmart the relentless robots by balancing growth and efficiency before they crush your efforts to automate the Swarm.

About this game

Swarmdustry is a factory building strategy game where you command the relentless evolution of the Swarm. Unlike machines of steel and wire, your production network is alive, fleshy and ever adapting. Hatch workers, harvest resources, carry energy, automate production, and weave sprawling colonies of organic industry.

Every structure, unit, and pathway you build is part of a living ecosystem. As your hive expands, you’ll unlock new genetic codes to accelerate growth, mutate workers into specialized types, and develop true automation.

But you’re not alone on this world. Enemy factions will challenge your expansion, striking at your hive. To survive, you must balance efficiency and ferocity while designing both production lines and defensive strategies that embody the hunger of the Swarm.

Will your hive wither under pressure, or spread across the planet like a living tide?

  • Seed-based procedurally generated infinite map. You may enable or disable enemies, trees or even water. You may adjust enemy difficulty and scaling, the safe starting area, amount of trees and water, as well as the richness and frequency of resources.

  • Build and grow your swarm. Mining and crafting manually can only get you so far. Build massive networks of trails and transit pads to deliver resources to your processors which come in different flavors. 

  • Manage your workers. Your industry will only work as long as it is manned by different swarm workers, such as Movers, Miners, Fireflies, Santchers, Acflies, Jumpers, and Drones. Each type of unit has its own single purpose to keep the swarm going.

  • Distribute energy across the hive. Some swarm buildings require energy to function, while others require fuel such as coal and wood. Make sure fireflies deliver this energy to your buildings using the spire network that you will be designing carefully as they follow the path of least resistance.

  • Unlock the full potential of the swarm. In order to evolve your swarm, you will have to unlock genetic codes at the Genetic Chamber. This will unlock much of industrial capacity of the hive.

  • Automate building. Building a mega swarm base is possible thanks to Drones that will place buildings for you. You only have to copy and paste, and they will do the rest.

  • Defend or attack. As your hive grows, so will the creep generated from your buildings will spread further and further. A robotic civilization living on the planet will form waves to attack your base. You must take care of them, or they will take care of you. Bloodflies and Feastlings may be used to overwhelm your foes. Remember, quantity over quality is the way of the swarm.

  • Multi-threaded core gameplay loop. That's right. For fans of technical implementations, this game is designed to work not only on lower end machines, but also scale up the more cores your CPU has.

Add, remove or modify any recipe, building, unit and technology with integrated mod tools. Add your own basic or advanced scripts to run on top of the game's code easily. Modding Swarmdustry will feel very familiar if you've modded games before. You can upload to Steam workshop directly from within the game and even play with mods offline!

System Requirements

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Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Quad core
  • Memory: 8 GB RAM
  • Graphics: GTX 750
  • DirectX: Version 11
  • Storage: 6 GB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Quad core
  • Memory: 8 GB RAM
  • Graphics: GTX 1070
  • DirectX: Version 11
  • Storage: 6 GB available space

Supported Languages

English*, Simplified Chinese*, Turkish*, Portuguese - Brazil*, French*, German*, Spanish - Spain*, Japanese*, Russian*
*languages with full audio support

Latest news

  • Patch NotesOfficial

    0.5.0 Patch Notes - Tutorial rework

    0.5.0 Patch Notes:* Completely reworked the tutorial. Tutorial is now divided into 4 levels, each explaining one or two core mechanics of the game. EXISTING TUTORIAL SAVES WILL NO LONGER WORK. More info below the patch notes. * Fixed an issue related to manually crafting items with x2 intermediary ingredients* Rebalanced some mid to late game recipes and techs. * Green DNA yields 2 instead of 1 * Yellow DNA yields 8 instead of 2 * Teal DNA yields 8 instead of 2 * T2 and T3 movers, miners, snatchers, fireflies now yield 2 instead of 1 * Reduced DNA costs of most military bonuses by a factor of 2, sometimes 3 * Reduced DNA costs of Wormpit, Drone Speed, Energy Carrier Charge Rate, Worker Bay Capacity * Needle spires will now yield 2 per craft* Added options menu to quickbar for configurable shortcut buttons. Most are disabled by default to prevent new players from accidentally interacting with advanced functionality. They will be put back automatically when the relevant tech is unlocked.* Fixed pixel fighting when hovering over many stacked workers* Fixed quickbar number shortcut having to press twice to register click* Fixed grabber speed tech requiring red DNA twice* Fixed resource deposits showing 10x less resources than they actually had. This was a visual issue with the tooltip only.* Resource deposits now have 2x as much resources in default settings.* Deconstructing a workstation now yields you its associated workers and any resources they may carry.* Deconstructing a workstation via drones keeps old behavior where associated workers become idle so they can go work somewhere else, but movers inventories are now cleaned out just like snatchers.* At least one gold mine will now always spawn within the visible area of the map.* Alt mode will now display trail restrictions* Added 2 new events: Low Power Output and Low Power Distribution that fire when game detects you don't produce enough energy or have enough fireflies respectively.* Copying trails now copies rest...
    Read full article on Community Announcements (mitchystudios)
  • Patch NotesOfficial

    0.4.20 Patch Notes

    0.4.20 Patch Notes:* Fixed an issue where modules could result in weird behavior when replaced with other modules directly.* Fixed an issue where with enough random clicking you were able to mess up module stacks where they would eventually end up stacking as 1 instead of 5.* Fixed an exception caused by a null localization string.* Fixed an exception that happened when trying to deselect a no longer existing entity.* Click, hold and dragging items is now supported. Useful for players who are used to holding mouse button down while dragging items from inventory to quickbar for example.* Fixed an issue where some movers would become homeless and wouldn't look for a new home, appearing to be stuck underground* Hovering over a worker now highlights the workstation they're assigned to, if any.* Fixed Pipette tool not working on walls.
    Read full article on Community Announcements (mitchystudios)
  • Patch NotesOfficial

    0.4.19 Patch Notes

    0.4.19 Patch Notes:* Fixed crash that happens when researching a genetic code in the main game then quit and try to do tutorial* Trail buffers now retain references to movers. They now have a max capacity of 100. If your path exceeds 100 tiles, you can always add more trail buffers on the path (or adjacent) and movers should fill up the rest of the path. This removes the need of worker bays in the early game. Also adjusted the tutorial to reflect this.* Changed a few earlier game recipes to make progression feel a bit faster. Every basic worker (mover, firefly, snatcher, miner, feastling, bloodfly) now crafts 2 for the price of one. Same with Swarm trails and short tunnels. Expect more balances like these in the future, so keep the feedback coming!* Removed Acid Projectile II as an ingredient from green DNA blocks* Fixed issue where grabbers would ignore chest locked slots sometimes.
    Read full article on Community Announcements (mitchystudios)
  • AnnouncementsOfficial

    Dev blog #16 - Next steps

    With yesterday's release, I thought now would be a good time to write about what the next steps are for Swarmdustry. This is not a roadmap, this is just a list of a few critical next steps. First of all, thank you to everyone who has tried out the game so far! Thank you streamers as well, watching you guys play the game gave me a lot of good feedback.Three things are very clear right now: 1. The mover system is not fun.2. The tutorial is confusing and not newbie friendly enough.3. German and Japanese translations were poorly done.First off, the mover system just ain't fun. That's the overwhelming opinion of the community. People seem to enjoy every type of worker except movers. They are unintuitive and require too many clicks to set up something that should be simple and a core base mechanic of the game. And to make matters worse, when you saturate a trail full of movers, the system becomes functionally similar to Factorio's belts. I'm still exploring solutions for this with the community. Ideally, the entire system would not be scrapped. Just like Snatchers didn't replace grabbers, I'd prefer a solution where the movers could remain as an option to accomplish the same thing. One thing's for sure about movers, the next patch will contain an update where they will remain bound to trail buffers just like miners are bound to depots, eliminating the need of a worker bay in the early game. This is a temporary solution to at least solve the unintuitive part of the problem and hopefully make the system a little easier for new players.Second, the tutorial needs a rework. It's too confusing for some people. It also suffers from a few issues, such as being able to complete future objectives before they even appear on screen. Third, some of the localization seems to be badly done. Translations were done by different contractors but it looks like German and Japanese players have reported bad translations, while the rest of the languages seem to be fine. At least I haven't seen ...
    Read full article on Community Announcements (mitchystudios)
  • AnnouncementsOfficial

    Swarmdustry IS OUT NOW!

    The Hive is ready to spread... Will you help it reclaim what it has lost?The wait is finally over! Swarmdustry is now out in Early Access!Thank you everyone for showing interest and supporting this solo project that I started over 2 years ago. You guys are truly amazing, and it feels very rewarding to see the response the game has received so far!I'm really proud of how far the Swarm has come, but rest assured there is so much more coming. I would say Early Access is only the beginning of the journey. There will be significant updates throughout the next few years as the game matures. Stay tuned!Thank you,M
    Read full article on Community Announcements (mitchystudios)

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