
FLOWORKS
🌐 Playable in English & 日本語 — switch anytime in Settings / 設定でいつでも切替
FLOWORKS is an automation × idle factory builder where you design your factory as a node graph.
🏭 Lines you wire yourself — Mine → Smelt → Build → Ship. Connect nodes and materials flow, changing from raw → intermediate → final at each machine.
🔎 Bottlenecks at a glance — jammed machines glow and buffers back up. Fix, parallelize, and optimize your layout.
⚡ Power × distance — longer wires draw more power, so building compactly matters.
🗺 Economy map — sell products to towns for ¥ and connect routes to neighbors. Supply a town well and its population grows, raising demand.
📈 A deep production tree — steel → electronics → chemicals → aluminium → engines → robots & drones (agri, care, combat, construction, logistics, space, medical).
🤖 Import vs. in-house — buy intermediates with ¥ to spin up fast, then switch to in-house production to raise margins.
💤 Grows while idle — progresses on your device even when closed. No server, works offline.
🎨 Zero assets — no image/audio files; all visuals (SVG/CSS) and sound (Web Audio) are generated in code.
Controls: place nodes → drag output (right dot) → input (left dot) to wire / drag = pan, wheel = zoom, Shift+drag = box-select / Touch: 1 finger = box-select, 2 fingers = pan/zoom. Landscape only.
by Quench Forge
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FLOWORKS は、ノードグラフで工場を設計する自動化 × 放置(アイドル)ファクトリービルダーです。
🏭 ノードで組むライン — 採掘→製錬→加工→出荷。配線でつなぐと原料が流れ、機械を通るたびに中間財〜最終財へ変化。
🔎 詰まりが一目で分かる — ボトルネックの機械が光る。直して・並列化して・レイアウトを最適化するエンジニアリングパズル。
⚡ 電力 × 距離 — 配線が長いほど電力を食う。いかにコンパクトに組むかが核。
🗺 経済圏マップ — 完成品を町に売って¥を稼ぎ、隣接する町へ販路を拡大。人口が育つほど需要も増える。
📈 深い生産チェーン — 鉄→電子→化学→アルミ→エンジン→各種ロボット/ドローン(農業・ケア・戦闘・建設・物流・宇宙・医療)。
🤖 輸入×内製 — 中間材を¥で輸入して素早く立ち上げ、儲かったら内製化して利益率を上げる。
💤 放置で育つ — 閉じても端末内で進行。サーバー不要・オフラインでも動作。
🎨 アセットゼロ — 画像も音も使わず、すべてコード/CSS/SVG/Web Audioで生成。
操作: ノードを配置 → 出力(右の丸)から入力(左の丸)へドラッグで配線/背景ドラッグ=パン・ホイール=ズーム・Shift+ドラッグ=範囲選択/タッチ: 1本指=範囲選択・2本指=パンズーム ※横画面専用
by Quench Forge
| Status | In development |
| Platforms | HTML5, Windows, macOS, Linux |
| Rating | Rated 4.3 out of 5 stars (3 total ratings) |
| Author | Quench-Forge |
| Genre | Simulation |
| Tags | Automation, factory, Idle, Incremental, Management, Minimalist, Procedural Generation, Relaxing, Sandbox, Singleplayer |
| Average session | Days or more |
| Languages | German, English, Spanish; Castilian, French, Italian, Japanese, Korean, Polish, Portuguese (Brazil), Russian, Turkish, Ukrainian, Chinese (Simplified), Chinese (Traditional) |
| Inputs | Keyboard, Mouse, Touchscreen |
| AI Disclosure | AI Assisted, Code |
Purchase
In order to download this game you must purchase it at or above the minimum price of $7.99 USD. You will get access to the following files:
Development log
- パッチ — 設計図の不具合修正&地図位置の固定 / Patch — Bl...39 days ago
- Big Update — 14 Languages & an Economy Overhaul39 days ago
- v0.8 — Big-factory performance & a shipping-line fix40 days ago
- v0.7 — Easy Mode polish & quality-of-life fixes40 days ago
- v0.6 — Free demo, Easy Mode, nuclear rebalance & upgradeable generators40 days ago
- v0.5 — Granular robotics unlocks & bottleneck highlighting42 days ago
- v0.4 — Big feedback patch: belts, balance, economy map & lots of fixes43 days ago
- Update v0.3 — "What do I do first?"44 days ago





Comments
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the assembler does not assemble engines. it says "waiting for input" but all inputs are present
Thanks for the report — you found a real bug! The assembler’s input buffer split its capacity evenly across the 5 inputs (4 slots each), but the engine recipe needs 8 bolts, so it could never collect enough to start. Fixed now: input slots always fit the recipe quantity, and the machine panel shows a live “have/need” count per input. Just reload the page — your save will work as-is. Sorry for the trouble, and thanks again!
Ah now it works but maybe this introduces new problems: Maybe the input queue should be double the recipe size so the next stuff can arrive while processing. Or items should be removed at start of processing. I observe that many machines flicker because they wait for filling up their 1-item-queueus input after processing.
A few other observations/suggestions/bugs:
Edit more things I observed:
This is an incredible bug report — thank you for taking the time. Almost everything you listed is now fixed in a new build. Mapping to your points: ⚙️ The flicker / “waiting for input”: You were right on the money. Belts had a hidden throughput cap (~4–6/s), so a fast machine like your L13 smelter could pile up output while the L11 constructor downstream starved. I raised belt throughput a lot (~13/s base, ~19/s with the conveyor tech), which also kills the 1-item-queue flickering. Multi-input machines now also buffer 2× a recipe’s needs so the next batch arrives during processing. 🗺️ Economy map lag: fixed — it was re-scanning every road edge every frame. Now cached and only updated when the network actually changes. Should be smooth. 🏭 Other fixes from your list: