About the Game

Modulus doesn’t hand you the solutions. You’re given a module to produce, how you produce it is entirely your call. Every production line is a puzzle you design yourself: which operators to use, how to route your belts, how to configure each step in the chain. There’s no single correct answer, but there are trade-offs to every choice you make.
The terrain is part of that challenge. Forget vast open plains, Modulus puts you on sky islands with real spatial constraints. Where you place your production lines matters. Working within the confines of the islands, connecting across the gaps, fitting your factory into the landscape rather than sprawling across it, is all part of the challenge of Modulus.

Modulus is a creative sandbox factory simulation where you don’t just solve problems, you design the components that make up the solution.
Build and automate elegant production systems using modular engineering tools: cut, paint, stamp, and assemble 3D building blocks called modules.
From logic-driven problem solving to free-form expression, Modulus blends base-building, resource management, and thoughtful strategy in a game that rewards both beauty and efficiency. There’s no single solution, only the system you create.

Programmed by the Colony to supply bots with relentless efficiency, your purpose was clear, until a signal from deep space changes everything.
The Grand Neural Network is calling.
To connect, you must construct massive Neural Monuments: vast, intricate structures that test the limits of your engineering, logic, and scaling automation strategies. Caught between your creators and something far greater, you begin to question your programming and pursue a deeper sense of purpose… one module at a time.

No enemies. No combat. No timers.
Modulus offers a relaxing, low-pressure take on factory automation, where experimentation and optimization thrive. Build at your own pace and enjoy the quiet satisfaction of systems that simply work.
Creative Mode
For those who want to build without constraints, Creative Mode offers full access to tools, paint, expanded module sizes, and unlimited resources. There are no objectives just you and the grid. Design voxel art, test complex layouts, or invent something wild. It’s your sandbox.

Modules aren’t just resources, they’re the building blocks of your factory. Each one you craft becomes a visible part of a structure rising in real time.
The more complex the goal, the more intricate your modules must become, rewarding strategic planning, creativity, and system optimization.

Whether you’re solving intricate logistics puzzles or designing the most aesthetically pleasing factory possible, Modulus is built for creative expression. No two factories will look the same, your solutions, like your factory, are uniquely yours.
Start Simple, Grow Smart
Begin with basic resources and learn the core systems. As your production needs scale, unlock new mechanics, tools, and challenges that deepen your understanding of logic, optimization, and modular design mastery.
Screenshots
14 images
Version Information
Steam Patch Notes
Official update history
Hey Module Makers,
Patch 5 is here and we want to give you a proper look at what's included, because this one is a big deal. We've been listening closely to your feedback since launch, in reviews, on Discord, in the forums, and beyond, and a lot of what's in this patch is a direct response to what you've been telling us. Let's get into it.
The Stamper Just Got a Whole Lot Smarter
The Stamper changes are probably our favourite part of this patch, so let's start here.
First up: you can now choose which module exits which side of the Stamper. If you've ever found yourself fighting your layout because the Stamper was outputting things the wrong way around, that frustration is gone. Route your resources the way your factory actually needs them.
[img src="{STEAM_CLAN_IMAGE}/45331765/31f4d649ffe92bb311a3ae29ffc69cfb701d41d3.png"]
Second: we've added a scrap behaviour toggle. This one has an interesting backstory. Back in early playtesting, we made a deliberate call to keep the Stamper running on one side even when the other was blocked. We'd seen blocked machines causing a lot of frustration early on and wanted to avoid it. But since launch, a clear group of you have asked for the opposite: the more logically consistent behaviour where a blockage on one side backs up both. You were right to ask. It's now a toggle, so you can play it whichever way suits you.
[img src="{STEAM_CLAN_IMAGE}/45331765/08a4428a3ca9c0dc5ebcce135c65c89f91d01e09.png"]
Tackling Progression Pain Points | Coolant and Freighters
We know that for some of you, coolant has felt like a wall. Managing it gets expensive fast and the sense that you're fighting your own factory rather than building it is never what we want you to feel. With Patch 5, coolant efficiency is now upgradeable in the tech tree. Each unit of coolant is used to power 16 operations, upgrading this doubles it to 32, and then 64. In practical terms, if you're running advanced operators at 120 operations per minute, you were consuming 7.5 coolant per minute per operator at base efficiency. Those upgrades cut that cost dramatically, and your coolant production will go a lot further as a result.
On freighters: you asked for more, so there are now more. Simple as that. The cap has been doubled, and if you've ever hit that ceiling and felt your logistics grind to a halt, you'll feel the difference immediately.
[img src="{STEAM_CLAN_IMAGE}/45331765/9f98fd3db4f0ea76f0bdab96a02be70f6677665e.png"]
Quality of Life Across the Board
A set of UX improvements that collectively make the game a lot easier to read at a glance.
The Tech Tree now has a search bar. If you've ever found yourself clicking around trying to find a specific node, that's now a thing of the past. A big shout out to Tapgiles in our Discord who had a mod up and running for this within days of launch. Thank you for showing us how much better a search feature makes using the tech tree feel.
[img src="{STEAM_CLAN_IMAGE}/45331765/4eb3fa12af998daf64921987d51d484d0f63b5d4.png"]
Production icons can now be toggled on above each building, showing you exactly what it's producing without having to click into it. Great for debugging, great for getting a quick read on a busy factory floor.
Datashard notifications have been added for when your shards are consumed by auto-upgrades. A few of you have been puzzled about where your Datashards were disappearing to; they were being used for building upgrades via the auto-upgrade system, which is easy to miss. You'll now get a clear notification when that happens so nothing feels like it's vanishing into thin air.
And finally, a map fix, there was a hole in it. It is now hole-free. Yay!
[img src="{STEAM_CLAN_IMAGE}/45331765/aadce9404d3d3208c0ccc338732e1859790db676.png"]
We're really proud of this one and as always we are eager to hear what you think when it's in your hands.
See you on the factory floor.
— Team Happy Volcano
Hey Module Makers,
We’ve just pushed a small hotfix for Modulus.
Fixed an issue where factories could suddenly stop functioning during gameplay
Thanks to everyone who reported this so quickly, it helped us track it down fast.
As always, keep the feedback coming. See you on the factory floor.
Hey Module Makers,
Patch 1.0.4 is now live for Modulus: Factory Automation, bringing performance improvements and a wide range of bug fixes to keep your factories running smoothly.
New
Added a setting to reduce the factory tick rate for players experiencing low FPS
Bug Fixes
Fixed cutters stopping randomly when a large number were placed simultaneously
Fixed several issues preventing drones from being linked to buildings that already had another drone assigned
Fixed cutter configuration being locked after skipping the tutorial
Fixed grey Datashard counter hitting an integer overflow at high quantities
Fixed a startup freeze that could occur before the main menu loaded
Fixed save data in the Modulus_Data folder persisting incorrectly after deletion
Fixed mirroring an Assembler with the T key also mirroring the module inside it
Fixed skylines created using Redo not transferring correctly
Fixed a crash that could occur when saving manually after setting up a new Module Challenge
Fixed cranes under the same building not working when multiple were present
Fixed undo leaving the player unable to place objects after use
Fixed newly placed buildings occasionally not functioning after placement
Fixed the intro painting quest in the tutorial not completing correctly
Fixed spacebar hotkey for pause/unpause not working while in certain building UI states
Fixed the Module Viewer window displaying incorrectly when expanded to full size
Fixed operators stopping functioning randomly during gameplay
Fixed objects going off-track at corners when exiting skylines
Fixed a stack overflow crash when connecting long conveyor belts
Fixed solar flower hologram displaying incorrectly on placement
Fixed game freezing randomly during play sessions
Visual Improvements
Polished VFX for the GNN Gate cutscene
As always, thank you for all the feedback, bug reports, and patience. It genuinely helps us improve the game with every update.
See you on the factory floor.
- Team Happy Volcano
It's here, Module Makers,
The Free Build Map is now available in Modulus!
When we previewed this last week the response blew us away, and we can't wait to see what you build with a bit more room to breathe. From today, when you start a new save you'll be able to choose between the Classic Map and the Free Build Map; more space, logical Polyrock layouts, and no terrain constraints getting in the way of your factory vision.
The Classic Map isn't going anywhere. Two ways to play, one game. Pick your challenge.
We have also tweaked the tutorial to include the fact that you can place belts through miners, as many players reported not realising this for several hours.
Additionally, the update includes the following fix:
Fixed softlock when trying to link harvester pad drone to a building
Also live today: Steam Trading Cards!
[img src="{STEAM_CLAN_IMAGE}/45331765/08146ac534f5fa5367fac479a9ae6d62869c1d96.jpg"]
Collect, trade, and show off your love for Modulus. Cards drop as you play, so get on the factory floor and start earning them.
We Are Going Live
We am going live in just under 30 mins to show off the new Free Build Map. So join Jarvs in chat and hang out as she tries to make a more organised factory than her previous spaghetti filled attempts.
She will also be drawing the winner of both the Screenshot Contest merch bundle on stream.
As always, let us know what you think in the comments or over on Discord. And if there's something else you'd love to see in a future update, you know where to find us, the Feature Upvote Board is open!
See you on the factory floor.
— Team Happy Volcano
Hey Module Makers
We’ve rolled out Patch 1.0.2 for Modulus, focusing on stability improvements, crash fixes, and a few quality-of-life updates.
Thanks again to everyone sharing feedback and reports, it really helps us track these down quickly.
Stability & Crash Fixes
Fixed an issue where Assembler Behaviour could enter a broken state and cause game issues
Fixed multiple crashes related to placing and connecting long conveyor belts
Fixed a minimap exception when loading islands without factory objects
Fixed an issue where the loading screen would not close after an exception, causing freezes
Added additional null checks to prevent crashes (underlying causes still under investigation)
Added fallback handling for JSON loading failures to prevent crashes
Fixed factory randomly stopping
Added retry logic when saving JSON files fails
Gameplay & Functionality
Fixed unresponsive input issues for players with multiple controllers or joysticks connected
Fixed ordering issues when assigning Island Objects during initialization
UI & UX Fixes
Fixed end credits not allowing players to close the screen
Added a Modulus Academy button to the main menu and in-game menu
Localisation
Fixed localisation issues on startup for players using Italian system language
Updated localisation for new and updated text
Removed outdated terminology from the DeliveryTarget screenshot in the manual
Additions
Added a basic cube icon to the Icon Block
Added a setting to remove module outlines (mostly useful in Creative Mode)
Added a setting in the accessibility tab which tracks all connected devices, so you can manually enable/disable devices to make sure they don't mess with your gameplay.
We’ll continue monitoring feedback and rolling out improvements.
Thanks for playing and helping us make Modulus better with every update.
We’ve made a terminology update across Modulus: Factory Automation for copyright reasons and to ensure naming consistency throughout the game.
Updated Terms
Droid to Android
Hyperdroid to Hyperbot
Droid Core to Advanced Core
Mech Core to Superior Core
Additional Changes
Updated all related building names (e.g. Droid Assembly to Android Assembly, Droid Core Facility to Advanced Core Facility)
Updated references in the Tech Tree and tutorials
Updated two achievements referencing Droid and Hyperdroid
This is a naming update only and does not affect gameplay or functionality.
If you encounter any remaining instances of the previous terminology, please let us know so we can address them.
Many thanks!
-Team Happy Volcano
Thanks to everyone jumping into Modulus: Factory Automation and sharing feedback with us. This first patch focuses on fixing early issues, improving stability, and polishing the overall experience.
Functionality / Crash Fixes
Fixed an issue where the game could get stuck on the loading screen while loading a save
Fixed a null reference error when closing the module viewer after opening it via the progression UI
Fixed Advanced Stamper configurations flipping and producing incorrect output
Fixed freighters not refilling cargo correctly when receiving a new resource
Fixed camera jumping to a random position after locating a Freight Hub and panning
Fixed an issue where pasting a configuration for an advanced operator would unlink the Supply Tank
Fixed toolbar not updating the correct keybind after reassignment
Fixed inability to assign Shift + Left Mouse Button as a keybinding
Fixed an issue where pressing ESC would assign a keybind when closing the overlapping input popup
Fixed an error caused by auto-complete on the Lumite Reactor
UI Fixes
Fixed red building modules not appearing in the progression UI after being unlocked
Fixed missing blue charge requirement indicators in Overclock Station and Red Processing Plant UI
Fixed Overclock building popup showing req/min over module amounts
Fixed incorrect save name shown on the loading screen
Fixed black bars appearing in the progression UI
Fixed multiple building UI popups appearing when activating the GNN Gate
Fixed missing rank requirement display when skipping the Monument unlock cutscene
Fixed Yellow Charge unlock popup not appearing after unlocking the GNN Gate
Fixed Blue Charge unlock popup appearing incorrectly after unlocking the GNN Data Mine
Fixed toolbar keybind display not updating correctly
Fixed Shift and Ctrl keybind UI display limitations
Visual / VFX Fixes
Fixed freighters not always displaying hologram VFX when passing through buildings
Fixed missing thruster VFX for the GNN Ship in the ending cutscene
Fixed Overclock Station VFX issues
Fixed Stamper MK1 and MK2 interior computer lights not functioning correctly
Fixed visible red boundary boxes on decorations such as Trees, Golden Statues, and Solar Flowers
Fixed conveyor tool not highlighting belts when hovering
Fixed missing notification highlights for newly unlocked items
Fixed pixelation issues in the Happy Volcano logo animation
Localisation / Text Fixes
Fixed debug text appearing for “Produces” in the Basic Core Facility tech tree node
Fixed punctuation error in the Mission Successful popup
Fixed Freight Hub UI scaling issues in French, Portuguese, Polish, and Russian
Fixed Simplified Chinese displaying incorrect Japanese characters
DLC Fixes
Fixed missing updated trail texture for DLC drone in the main menu
Fixed incorrect “Supporter Edition” tag shown instead of “Deluxe Edition”
Quality of Life & Design Improvements
Removed final four Crimsonite Printer nodes from the Tech Tree
Removed “beta” label from Creative Mode
Removed drone speed as a bottleneck
Added number icons (5–0) to the Icon Block
Added missing icons to the Icon Block cosmetic
Added estimated output display per Harvester Pad
Added crane ratio information to building UI
Added faster camera movement when holding Shift
Added GDPR disclaimer modal on the start screen
Improved breadcrumb UI
Improved loading screen visual feedback
Added trading cards
Performance Improvements
Improved performance by replacing building and platform stickers from Sprite Renderer to Mesh Renderer
Thanks again for all your feedback and support. We’ll keep listening and improving as more players jump in.
Current Release
23432736
Uploaded Jun 10, 2026
System Requirements
How to Install
Modulus.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
2.1 GB
23432736
19D6AD1D
03c94ef714dae155dd25c70f14dd27a07227e1790b4422bea91b0d098df51fc8
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