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 con
출시일2026. 08. 20
개발Mitchy Studios
플랫폼PC
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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
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 o
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. *
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, b
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 overw
0.4.18 Patch Notes: * Popup now appears when switching languages telling the player in the selected language that the game needs to be restarted for changes to take effect. * Genetic tree is now zoomable. * Pressing Q or selecting an item from quickbar now exits tab mode. * Fixed issue where snatchers would load a forge's fuel inventory even if it had plenty of fuel but no coal in input slot.
Today I want to talk about the shiny new official Swarmdustry wiki, henceforth to be referred to as the Swarmpedia . (Picture is zoomed out so more stuff can fit in the screenshot) Link: https://wiki.swarmdustry.com As the game is approaching the Early Access release date, I thought having a centralized knowledge repository about the game is an important thing. I know for myself when I play similar games, I tend to google things to try to deeply understand how a certain mechanic works or how to obtain an item in a more efficient matter. Because 100% of the time that knowledge is not readily av
0.4.16 Patch Notes: * Snatchers will now lose any item they're holding when they're reassigned to a different building. This is to prevent poluting your logistics. * Fixed issue where sometimes projectiles wouldn't despawn on impact. * Damage dealt by an entity is now always at least 1 instead of 0. * Worker bay's first dropdown text font size fixed. * Strong and tough feastlings now appear in intermediate tab. * Fixed genetic research speed not working as expected. * Fixed swift and fast snatchers flying at the same speed as normal snatchers when working. * Fixed issue related to using the fi
0.4.15 Patch Notes: * As part of the ongoing swarmification efforts, Acid pods have swapped places with Blobbers. * Acid pods are now mid-late game towers while blobbers are early-mid game towers. * Stats and genetic codes have been adjusted to reflect this change. * Enhanced tooltips of acid pod ammo and bombs to display damage modifier and amount of spawns. * Added option to visually disable ground creep. * Fixed issue where damage modifier of acid pod ammo was not being applied.