About the Game
Autonauts Fully Automated has landed!
Free content update for Autonauts available now and includes:
Travel the universe colonising uninhabited planets with the sole goal of setting worlds in motion through the power of automation.
Fresh from your spaceship you must harvest stick and stone and begin your colonisation efforts. Create rudimentary crafting items from blueprints and slowly build a number of workerbots to aid in your efforts. Teach and shape their artificial intelligence with a visual programming language, then instruct them to begin the formation of your colony. Marvel as a planet you’ve shaped becomes home to a civilisation of workerbots, happy to do your bidding!
Expand further with the creation of colonists; beings that require your assistance to survive. Push your workerbots further by introducing fishing, cooking, housing, and tailoring and help the colonists into a state of transcendence.
Key Features:
Autonauts combines the very best of agriculture, simulation, crafting, building, production-line and resource management titles to create a brand new experience unlike any other. Create the automated world of your dreams! The future is now!
Free content update for Autonauts available now and includes:
- Settlement Mode - A whole new mode that challenges players to build a Metropolis with only 300 Bots!
- Countless new Bot scripting abilities and refinement updates as requested by players!
- A quick way to share code between Bots with the new-improved Bot Database!
- Upgraded storage transporters to help power up production!
- A dedicated Signs Tab to help get the most from each and every Bot!
Travel the universe colonising uninhabited planets with the sole goal of setting worlds in motion through the power of automation.
Fresh from your spaceship you must harvest stick and stone and begin your colonisation efforts. Create rudimentary crafting items from blueprints and slowly build a number of workerbots to aid in your efforts. Teach and shape their artificial intelligence with a visual programming language, then instruct them to begin the formation of your colony. Marvel as a planet you’ve shaped becomes home to a civilisation of workerbots, happy to do your bidding!
Expand further with the creation of colonists; beings that require your assistance to survive. Push your workerbots further by introducing fishing, cooking, housing, and tailoring and help the colonists into a state of transcendence.
Key Features:
- Playful Programming
- Teach your workerbots requisite steps to complete tasks by asking them to repeat actions utilising a visual programming language. Designed to be easy to learn but with added complexity there are numerous possibilities.
- Automated Automation
- Build an army of bots to automate just about everything in your colony, teach them what to do and expand both their brains and task possibilities with numerous upgrades and options.
- Various Ventures
- From gathering to building, cooking, fishing, tailoring, farming, animal husbandry and more - the world of Autonauts is vast with limitless opportunities to automate and colonise.
- Charming Creativity
- The world of Autonauts pops to life with a low-poly art-style married with a consistent and bright colour palette adding depth and scale, creating a relaxing and attractive play space.
Autonauts combines the very best of agriculture, simulation, crafting, building, production-line and resource management titles to create a brand new experience unlike any other. Create the automated world of your dreams! The future is now!
Screenshots
10 imagesVersion Information
Steam Patch Notes
Official update history
On the site: Build 10582582
Up to date
V140.2
Hello everyone! We've just pushed a new v140.2 build to fix some essential and not-so-essential bugs.
Fixed : Mods : Custom objects were inappropriately flagged as causing infinite recursion. Thanks, Egan!
Fixed : The tutorial step "select the tab to open your bot tracker" wouldn't complete if the bot list was already open.
Fixed : An error would appear when the mouse hovered over some Cut Grass while the player was engaged with a Wheelbarrow holding a Pitchfork. Yeah. I know.
Fixed : Using Undo after deleting a Blueprint would reinstate the Blueprint but also show it as completed. This could lead to a corrupted save file.
Fixed : when adding an upgrade to a bot with upgrade of the same type, holding ctrl on a bot would result in old upgrade still being highlighted. Thanks, Koloxlo!
Fixed : A building couldn't be flipped without first moving it. Thanks, Koloxlo!
Fixed : A flipped Spaceport had both its inputs and outputs on the same place. Thanks, Koloxlo!
Fixed : Save file names could go over 50 characters in length and they shouldn't.
Fixed : A bot taught to load a Carriage using a Cart could sometimes get stuck not Finding any Carriages.
Enjoy!
View on Steam
Hello everyone! We've just pushed a new v140.2 build to fix some essential and not-so-essential bugs.
Fixed : Mods : Custom objects were inappropriately flagged as causing infinite recursion. Thanks, Egan!
Fixed : The tutorial step "select the tab to open your bot tracker" wouldn't complete if the bot list was already open.
Fixed : An error would appear when the mouse hovered over some Cut Grass while the player was engaged with a Wheelbarrow holding a Pitchfork. Yeah. I know.
Fixed : Using Undo after deleting a Blueprint would reinstate the Blueprint but also show it as completed. This could lead to a corrupted save file.
Fixed : when adding an upgrade to a bot with upgrade of the same type, holding ctrl on a bot would result in old upgrade still being highlighted. Thanks, Koloxlo!
Fixed : A building couldn't be flipped without first moving it. Thanks, Koloxlo!
Fixed : A flipped Spaceport had both its inputs and outputs on the same place. Thanks, Koloxlo!
Fixed : Save file names could go over 50 characters in length and they shouldn't.
Fixed : A bot taught to load a Carriage using a Cart could sometimes get stuck not Finding any Carriages.
Enjoy!
Hello everyone. Looks like the last release has held up pretty well and it's great to see some new players enjoying Autonauts. There's now a small V140.1 update to fix some important issues.
Fixed : Flipping a pallet and putting it on top of an un-flipped palette would cause the bottom palette to have 2 different access tiles instead of 2 the same.
Fixed : Cereal grow time was set to 18 seconds and it should have been 180.
Fixed : Some Chinese, Korean and Japanese characters were missing from the font.
View on Steam
Fixed : Flipping a pallet and putting it on top of an un-flipped palette would cause the bottom palette to have 2 different access tiles instead of 2 the same.
Fixed : Cereal grow time was set to 18 seconds and it should have been 180.
Fixed : Some Chinese, Korean and Japanese characters were missing from the font.
Ooh, do we have an update for you!
Alongside loads of lovely QoLs (Change Log HERE), we have a juicy surprise: 'Settlement' - the special new mode made for the console versions of Autonauts - is now on PC! If you ever struggled with the original 'Colonisation' (now rebranded 'Enlightenment'), Settlement could be right up your street. Why, it's refined enough that it seems like Autonauts 1.5!
In terms of overall feel, Enlightenment is more like a 'hardcore mode', partly because its structure is so loose, but mainly because information is limited and you have to figure out - well, pretty much everything! Settlement is streamlined to ensure a more satisfying, focused experience, especially in the earlier game. There are two new Badges to earn, too!
The implicit goal in Enlightenment is to meet Folk needs to reach enlightenment. In Settlement, the aim is explicit and tangible: create and evolve a settlement. There are fewer plans to complete, but these are far more guided and purposeful; they’re also more organised in obvious sections with a more convenient and satisfying linear flow.
Research in Settlement is organised according to its relevance to each game stage and unlocked through a more obvious direct route (completing a stage). All essential research in Settlement is directly linked to the Academy plans, making it obvious what needs to be completed when.
In Enlightenment, OTTO-0 welcomes you and that's it: you have to figure out the rest. In Settlement, OTTO-0 provides commentary throughout the game; there are more details about what to do, and plans are automatically pinned as necessary.
This new Autonauts is still only available in Open Beta until we feel comfortable that it's robust enough.
Do let us know how you get on with the updates and keep the feedback coming. Remember to check out Trello and vote on your fave ideas.
Beep! Bleep bloop!
Garbot and Aarbot
View on Steam
Alongside loads of lovely QoLs (Change Log HERE), we have a juicy surprise: 'Settlement' - the special new mode made for the console versions of Autonauts - is now on PC! If you ever struggled with the original 'Colonisation' (now rebranded 'Enlightenment'), Settlement could be right up your street. Why, it's refined enough that it seems like Autonauts 1.5!
In terms of overall feel, Enlightenment is more like a 'hardcore mode', partly because its structure is so loose, but mainly because information is limited and you have to figure out - well, pretty much everything! Settlement is streamlined to ensure a more satisfying, focused experience, especially in the earlier game. There are two new Badges to earn, too!
The implicit goal in Enlightenment is to meet Folk needs to reach enlightenment. In Settlement, the aim is explicit and tangible: create and evolve a settlement. There are fewer plans to complete, but these are far more guided and purposeful; they’re also more organised in obvious sections with a more convenient and satisfying linear flow.
Research in Settlement is organised according to its relevance to each game stage and unlocked through a more obvious direct route (completing a stage). All essential research in Settlement is directly linked to the Academy plans, making it obvious what needs to be completed when.
In Enlightenment, OTTO-0 welcomes you and that's it: you have to figure out the rest. In Settlement, OTTO-0 provides commentary throughout the game; there are more details about what to do, and plans are automatically pinned as necessary.
This new Autonauts is still only available in Open Beta until we feel comfortable that it's robust enough.
Do let us know how you get on with the updates and keep the feedback coming. Remember to check out Trello and vote on your fave ideas.
Beep! Bleep bloop!
Garbot and Aarbot
{STEAM_CLAN_IMAGE}/35498354/08c0c02d860e7266b1c7d03fb4060603f52dbd3d.png
"A wild V131 has appeared"
Not much in the way of new things to play with, but lots of bug fixes. Some people have been experiencing nasty lag/delays when autosave does its thing. We've added a new Setting which lets you control or disable the autosave frequency. Use this with caution! It's not fun to lose hours of work because you forgot to save. There's also a new Quick Save using F5 to go with it. In the longer term we'll be improving the saving so that you won't notice it happening.
We didn't have time to add the proposed Search Area setting this time. It will have to be V132! Speaking of which V132 will include a handful of new shiny things for you to play with, so please look forward to it!
Many Thanks
View on Steam
"A wild V131 has appeared"
Not much in the way of new things to play with, but lots of bug fixes. Some people have been experiencing nasty lag/delays when autosave does its thing. We've added a new Setting which lets you control or disable the autosave frequency. Use this with caution! It's not fun to lose hours of work because you forgot to save. There's also a new Quick Save using F5 to go with it. In the longer term we'll be improving the saving so that you won't notice it happening.
- New : Autosave setting added. Use with caution!
- New : Quick Save added using F5.
- Updated : Folk will now change level to whatever house they're in. This means they can be downsized if needed.
- Fixed : Chicken Coops would sometimes contain the same Chook more than once, meaning a save couldn't be loaded.
- Fixed : Vehicles would despawn if there were too many of them.
- Fixed : After deleting some storages and placing them again it wasn't possible to stack new blueprints on top.
- Fixed : Cereal Seed could be put into a Sand Storage.
- Fixed : "Until Worker Assembler Full" would exit if the bot on the output was being recharged.
- Fixed : Upgraded buildings would be lost when deleted.
- Fixed : Deleting part-finished Sandy Tracks would crash.
- Fixed : Sometimes the player would be unresponsive after loading a save.
- Fixed : Partially filled Buckets couldn't get more Fresh Water.
- Fixed : Bots would attempt to add turf to soil covered by buildings/flooring.
- Fixed : Moving and rotating some buildings out of the world would crash.
- Fixed : Bees could sometimes leave the world after an autosave and crash.
- Fixed : Bees could disappear from a Skep.
- Fixed : Using WASD while autosaving could cause a large jump in camera movement.
- Fixed : Some objects could be put into Fertiliser Storage but not make any Fertiliser.
- Fixed : Chooks would stop using Hen Houses when the maximum of 100 was reached.
- Fixed : Sometimes a converter would be stuck with full ingredients but not produce anything.
- Fixed : Adding a blueprint to the top of a Barrel while a Bot added water to it would crash.
- Fixed : Adding a blueprint to the top of a Small Silo while a Bot added sand to it would crash.
- Definitely fixed this time : Sometimes a Seedling Tray would show negative Tree Seeds.
We didn't have time to add the proposed Search Area setting this time. It will have to be V132! Speaking of which V132 will include a handful of new shiny things for you to play with, so please look forward to it!
Many Thanks
{STEAM_CLAN_IMAGE}/35498354/329537ad11af5a6d0af121627c322b79d0c74268.png
Hello all!
A hot, steaming V130 is fresh out the oven for you to try! The big new toy to play with is the Shout/Hear instructions. Press Z to show a bot how to shout. Then another bot can use "Until Hear" to wait until they hear the first bot "shout". Fun!
In the next version I'm hoping to have a new feature that allows you to choose what kind of "Find Nearest" pattern you want. Every tile, every even tile, vertical strips or horizontal strips. This will solve the "my bot won't dig these tiles" problem but should also allow you to do some interesting things (like rows of tilled soil for your vegetables instance).
Until next time!
View on Steam
Hello all!
A hot, steaming V130 is fresh out the oven for you to try! The big new toy to play with is the Shout/Hear instructions. Press Z to show a bot how to shout. Then another bot can use "Until Hear" to wait until they hear the first bot "shout". Fun!
- New : Shout/Hear instructions added.
- New : Enable/disable option for Day/Night added to Settings.
- New : Enable/disable option for Weather added to Settings.
- Updated : Pumpkin Pie to need 2 Pumpkin Stew instead of 1.
- Updated : Apple Pie to need 3 Apple Jam and 3 Pastry instead of 1 and 1.
- Fixed : Dragging an object in Trade while the bot is being upgraded would crash.
- Fixed : Area selecting a building that's being upgraded would crash.
- Fixed : Moving a building while it's upgrading could crash.
- Fixed : Sometimes when a bot used a Rocking Chair it would crash.
- Fixed : When using a Sign to search for Blueprints the instruction would incorrectly say "Find Nearest Sign".
- Fixed : Sometimes taking an object from a bot in Trade would crash.
- Fixed : Sometimes Chooks get stuck in Hen Houses or can crash when loading.
- Fixed : Repurposed feeding bots would sometimes not find Colonists in houses.
- Fixed : Sometimes bots would stop working or wander off to the edge of the map.
- Fixed : Sometimes a bot would get stuck looking for a blueprint when it was already standing on one. Silly ol' bot.
- Maybe Fixed : Sometimes scything Cereal Crops or flailing Cereal will crash.
In the next version I'm hoping to have a new feature that allows you to choose what kind of "Find Nearest" pattern you want. Every tile, every even tile, vertical strips or horizontal strips. This will solve the "my bot won't dig these tiles" problem but should also allow you to do some interesting things (like rows of tilled soil for your vegetables instance).
Until next time!
Current Release
Build 10582582
Uploaded Aug 18, 2026
System Requirements
OS
N/A
CPU
Intel Core i5-6600K (4 * 3500) or equivalent/AMD FX-9370 (8 * 4400) or equivalent
RAM
8 GB RAM
GPU
GeForce GTX 750 (2048 MB) or Radeon HD 7870 (2048 MB)
How to Install
1
Download all files
2
Extract the .ZIP file to a folder (use WinRAR or 7-Zip)
3
Run Autonauts.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Archive password
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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View AllDownload Autonauts for PC with a direct link or via torrent. Get the full version of Autonauts for free. Autonauts is a Casual released by Denki.