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Watch trailer on Steam ↗Textorio
Hyena Studios · Published by Hyena Studios · Official site ↗
Last updated 28 Sept 2026
A factory automation game made entirely out of text characters. Real simulated electricity, fluid pressure, steam and logic gates. You crash on a dead planet with a terminal and 50,000 sleeping colonists somewhere below you. Runs on almost anything. Free demo.
Indie, Simulation, Strategy, Early Access · More free games
About this game
TEXTORIO
i am Donaldas, a solo dev from Lithuania. Textorio is a factory automation game made entirely out of
text characters.
You crash on Kepler-442b with a wrist terminal and not much else. 50,000 colonists are asleep in
cryo-pods somewhere below you, and the reactor keeping them alive is off. So you mine some ore, then
you smelt it, then you build the machine that does the mining for you, and it goes from there.
Why ASCII, honestly
Not because i could not do graphics. Because a factory made of glyphs is readable.
When your base is 50,000 tiles, a 3D version becomes a pretty mess you cannot actually parse. In text
you see the whole thing at once, like a schematic. Bottlenecks just show up on their own. You look at
it and you know where it is stuck.
Aaand it runs on almost anything. Integrated graphics, old laptop, whatever you have :)
The systems are real
This is the part i care about most. Nothing here is a number pretending to be a machine.
Electricity actually flows along wires. Grids brown out, load balances, you can short one
Fluids have real pressure across multi-tile pipe networks
Steam condenses back into water. Mismanage the loop and the pressure spikes
P.Logic, a pneumatic programming language inside the game. Sensors, gates, comparators, latches, timers, counters. You can build a working memory cell out of pipes
Belts carry two independent lanes
If you understand a system you can break it, and if you can break it you can optimize it. That is
the actual game.
Four layers down
Surface, Caves, Deep Caves, Core Chamber. Each one is a different engineering problem, not just a new
color of rock. Deep Caves overheat your machinery until you research thermal management. A lift
system moves you and your goods between them.
The wildlife feeds on electromagnetic energy, so it is not really coming for you, it is coming for
your factory. Build walls and it evolves to break walls. Use turrets and it swarms in bigger packs.
Static defense stops working after a while, so you have to keep adapting.
Also in there
A colony you keep alive with food, water and power. It grows through seven tiers, up to 50,000 people. Named citizens walk around and talk to each other
The Mote, a companion drone that follows, guards or scouts, and has moods about how you play
A full research tree, oil refining, three-phase power, auto-tiling walls and floors
An in-game terminal OS with a live map, power stats, production graphs and 50+ commands
1v1 LAN Factory Wars
What is not finished yet
It is Early Access, so let me be straight with you:
The Core Chamber boss is not in yet. The layer itself is
English only for now
LAN 1v1 works, public matchmaking does not
Try it before you buy it
There is a free demo and it is the real opening arc, not a trailer. Crash, automate, get the power
grid online, meet the colony. If you do not like it you lost nothing.
Built by one person in Anykščiai, Lithuania. No publisher, no marketing budget. If something annoys
you, tell me on the discussion boards and i fix fast :)
Lets automate.
D.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 64-bit
- Processor: Intel Core i3 / AMD Ryzen 3 or equivalent
- Memory: 2048 MB RAM
- Graphics: Integrated graphics (Intel HD 4000 or better)
- DirectX: Version 10
- Storage: 500 MB available space
- Sound Card: Any DirectX-compatible sound card
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 11 64-bit
- Processor: Intel Core i5 / AMD Ryzen 5
- Memory: 4096 MB RAM
- Graphics: Any dedicated GPU with 1 GB VRAM
- DirectX: Version 11
- Storage: 1024 MB available space
- Sound Card: Any DirectX-compatible sound card
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
TRANSMISSION 006 - You Can Build a Memory Cell Out of Pipes
Textorio runs on pneumatics. Air moves through pipes, pipes have real pressure, and pressure takes time to travel across a network. That was already in the game because the fluid system needed it. Then one day it occurred to me that pressure is a signal. High pressure is a 1. Low pressure is a 0. A valve that opens only above a threshold is a comparator. Two lines meeting is an AND. A line that holds its own state after the input goes away is a latch. And once you have a latch, you have memory. So i called it P.Logic. Pressure logic, bucause everything in my game runs on pneumatics :) It is hardware, not a script This is the part i want to be clear about, because most factory games that add logic add a text box. P.Logic has no text box. There is no scripting window, no console, no language to learn in the usual sense. You build the logic the same way you build everything else, by placing things on the floor and connecting them with pipes. Sensors, gates, comparators, latches, timers, counters. They are machines. They take up space. They can be in the wrong place. Which means your logic is visible. You can walk up to a circuit and read it, the same way you can walk up to a smelter line and see where it is backed up. In a text-based system the logic hides inside a window. Here it is just more factory. The memory cell The thing i keep coming back to is that you can build a working memory cell out of pipes. Not a scripted "remember this value" block. An actual latch, made of physical components, that holds a bit because of how the pressure behaves. You set it, the pressure stays. You reset it, it drops. Nothing in the code says "this is a memory cell". It is a memory cell because of what it does. The first time somebody builds one of those without me telling them it is possible, that is the whole game for me. The honest part: maybe five percent Now the doubt. I spent a long time on this. Weeks. And there is a real chance that most people who play Textorio will never pla...Read full article on Community Announcements (textorioworld)AnnouncementsOfficial
TRANSMISSION 005 - The Critters Were Eating Your Saves
Most devs post the good stuff. Here is a month of the other kind. All five of these were real, all five are fixed on my machine, and one of them is genuinely my worst bug so far. 1. The critters were eating your saves This one still bothers me. Textorio has small animals that wander around on the surface. In June i finally got them flocking properly, so they move together instead of drifting around like lost pixels. I was quite proud of it. The DEVLOG entry is basically me congratulating myself. The way flocking works is that each critter keeps a list of its neighbours. And at some point i changed that list from storing ID strings to storing the actual critter objects, because it is faster. So critter A points at critter B. And critter B points at critter A. That is a cycle. And JSON.stringify throws on a cycle. Critters get written into every save. So the moment two critters of the same species stood near each other, which is most of the time, because that is the entire point of flocking, the save threw an error. And here is the part that makes it a real bug instead of a funny one: the error was swallowed. The function caught it and returned 0. You got "failed to save" or, worse, nothing at all. Every autosave, every ten minutes, silently doing nothing. They were being friendly. That is what broke it. Fixed in 44c85a4. The neighbour list is per-tick working state, it gets rebuilt every frame anyway, so it never needed saving. It is stripped at the save boundary now, and there is a test that builds the exact broken structure and asserts it survives. 2. The battery that took 111 minutes Accumulators store power. Three separate files each declared how much they hold. Two of them said 2000000 and called it Joules. The power system runs in kilojoules. So the live accumulator was a 2 gigajoule battery, charging at 30 kilojoules per tick. That is 66,666 ticks. One hundred and eleven minutes to fill one battery. The comment in the file says the target was 16.6 seconds :)))...Read full article on Community Announcements (textorioworld)AnnouncementsOfficial
TRANSMISSION 004 - One Planet, 1024 Lands
TRANSMISSION 004 >> Orbital survey complete. The planet is bigger than the drop site. Quick honesty first, because i would rather say it up front than have you download and go looking for a button that is not there: none of this is in the public build yet. This is a progress report on what i have been building since the Colony Update. It runs here, it is playable here, and it will come to the build before Early Access in autumn. Right, now the fun part. ONE PLANET, NOT ONE MAP Every campaign so far has dropped you on one 100x100 map and that was the world. Kepler Online is a second mode sitting beside the campaign, and in it the planet is 32 x 32 claims, 1024 of them, and each single claim is a full campaign-sized map. Walk to the edge of your land, press , and you cross into the next one. The terrain flows across the border. It is one continuous planet, not a level select. The whole world is one integer. A claim is just a window onto the same noise field at an offset, so it is identical for every operator, forever, and it never gets stored anywhere. That is the trick that makes 1024 regions cost nothing. THE GEOLOGY IS HONEST NOW Early on every claim carried every resource, which meant no region was worth walking to. That is fixed. An ore body now follows the ground it belongs to. Average copper tiles per claim, by biome: TUNDRA - 8. effectively barren PLAINS - 37. scraps TROPICAL FOREST - 86. workable FOREST - 99. workable DESERT - 324. rich SAVANNA - 359. rich That is a 46x gradient. Copper and crude oil belong to the deserts and savannas, roughly 12% of the planet. Iron and coal stay common everywhere, deliberately, so you can always build from where you are standing. The trip is for tier 2, never for survival. You do not choose where you fall, so about 98 of the 1024 claims are landing sites and they are the only places you can descend onto. Those carry a full deposit set no matter the climate. In the fiction they are where the cycle-94 ships set down, chosen b...Read full article on Community Announcements (textorioworld)Patch NotesOfficial
The Colony Update
The Colony Update Since launch you've been building factories on a dead planet, alone. Not anymore. A living colony A native settlement now grows right beside your crash site — and it's yours to keep alive. Feed it food, pipe it water, wire it power, and the town climbs through seven tiers, from a handful of survivors in a camp all the way to a 50,000-soul metropolis. Let it starve and unrest creeps in, tier by tier. The town is alive. Named citizens — David Shenler, Mara Voss, and others — walk the streets, idle, greet you, and chat with each other. Buildings upgrade as the colony grows, windows light up at night, and settlement lamps throw a warm glow across the dark. A new CITY app in the Mainframe tracks population, rations, water, and unrest. P.Logic — program your factory A full pneumatic logic language is now in the game. Sensors, wires, gates, comparators, latches, timers, and counters (with 7-segment lamp displays) let you build real automated control. Research-gated and blueprint-ready. A reshaped world Worldgen has been rebuilt from the ground up. Rivers now flow properly — tributaries, creeks widening into rivers, depression-lakes, waterfalls on steep drops, and valleys carved along the banks. Biomes form coherent regions instead of speckled noise. And a lot more Two-lane belts — belts now carry two independent item lanes Architecture — auto-tiling walls that connect into rooms, plus floor painting and zones Three-phase power — heavy machines now demand serious grids Look / inspect cursor — press K to inspect any tile, enemy, critter, or machine Play it free The demo is the real opening arc — crash-land, automate, bring the grid online, and meet the colony. It's free. If you like what you build, the full game is one click away. Thanks for being here early. This is a solo project, and every wishlist and bit of feedback genuinely shapes what comes next. — Hyena StudiosRead full article on Community Announcements (textorioworld)AnnouncementsOfficial
Mastering P.Logic: The Secrets of Pneumatic Programming in Textorio
Intorducing analog programming language - P.LogicP.Logic (Pneumatic Programming) system lets you build completely automated, self-regulating circuits that read pressure, make logical decisions, and act on your infrastructure without lifting a finger.🛠️ The Logic Pipeline: Sense → Wire → Compute → ActPneumatic programming follows a strict, beautifully simple four-stage architecture. If your circuit isn't working, trace it along this path:1. SENSEBefore your factory can think, it needs to feel.⊕ Pressure Sensor: Your primary input. Reads the adjacent steam or fluid percentage directly from your pipe networks.2. WIRESignals need a path to travel.┼ Signal Line: Carries a single numeric value from 0–100. The best part? Zero signal decay, no matter how long the line stretches across your terminal grid.3. COMPUTEThis is where the magic happens. You take your raw pressure numbers and apply conditions:⊽ Gate: Classic logic processing supporting AND / OR / NOT / XOR gates.◧ Comparator: The threshold gate. Turns ON only when the input is $\\ge$ or $\\le$ a setpoint you dictate.⧔ Memory (SR Latch): Holds a state using set/reset faces—perfect for maintaining an automated system state until a critical override occurs.⧕ Timer: A reliable system clock that sends precise pulses over a defined period.4. ACTThe payout. Your logic tells physical hardware what to do.⊟ Governor: Remotely switches a target machine completely ON or OFF.ⱶ Pilot Valve: Gates steam and fluid flow entirely based on incoming logic signals.⚙️ Lamp / ! Whistle: Visual indicators or loud alarm sirens to let you know right before a catastrophic pressure failure occurs.Read full article on Community Announcements (textorioworld)






