🌐 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

Purchase

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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:

FLOWORKSdownload.zip 12 MB

Development log

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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!

(6 edits)

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:

  • I would completely replace the miner by the resource miner. its illogical to me that the resource miner is hidden in power category but its required for everything
  • the economy map is really slow and laggy while everything else is fine
  • its possible to move connected elements from one board to another
  • the pts and ¥ seem quite unbalanced. I cold buy everything in the techtree at the point there I was at goal 3 or 4
  • Its really difficult to find who reqires which product. The exporter could highlight which town accepts the current received product and maybe even show the current satisfaction level
  • Then upgrading the new speed is only shown after deselecting and selecting again or after upgrading another time (then the previous speed is shown,  but not the new)
  • Do Wires/Belts have a maximum throughput? I have a level 13 smelter thats doing 8.13/s and its output is piling up connected to a L11 constructor that does 9.28/s but is waiting for input (maybe thats the initial mentioned thing)

Edit more things I observed:

  • It would be nice if it would be shown which output is blocked
  • some city names exist twice
  • the water tank shows 4000/2000
  • in the recipe selection list of the machines the amount of ingredients and outputs are not always shown correctly
  • the electrolyseur should output double the amount of hydrogen than oxigen - this also would lower the imbalance of required 3 hydrogen for the ammonia
  • The ouputchannel of the assembler is offset to the circle
  • The codex search is case sensitive

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:

  • Resource Miner moved out of “Power” into the “Basic” category (you’re right, it’s needed for everything).
  • Connected nodes can no longer be dragged to another board.
  • Tech tree costs inflated a lot in the mid/late game (you could buy everything by goal 3–4 — not anymore; still tuning).
  • Exporters now list the towns that buy the shipped product with a live satisfaction bar — click a town to set it as the destination.
  • Upgrading now updates the shown speed immediately (no need to reselect).
  • Output-blocked state now tells you which item is full.
  • Some city names could duplicate — now made unique.
  • Water tank no longer shows 4000/2000.
  • Recipe lists now show exact ingredient/output amounts (×n).
  • Electrolyser now outputs 2× hydrogen vs oxygen (correct 2:1), which also eases the ammonia ratio.
  • Assembler output port no longer visually offset.
  • Codex search is now case-insensitive. The only thing I didn’t do exactly as suggested: I kept the basic “Miner” (it’s the tutorial’s starting node) rather than fully replacing it with the Resource Miner — but the Resource Miner is now front-and-center in Basic. Seriously, thank you — this kind of detailed feedback makes the game much better. If the belt/throughput change still leaves machines starving at very high levels, let me know your setup and I’ll dig in.