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Gennady Belyakov
Gennady Belyakov

Infinifactory Download PC Game


FREE GOG PC GAMES PRESENTSInfinifactory (c) ZachtronicsInfinifactory is a sandbox puzzle game by Zachtronics, the creators of SpaceChem and Infiniminer. Build factories that assemble products for your alien overlords, and try not to die in the process.




Infinifactory Download PC Game



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Infinifactory is a sandbox puzzle game by Zachtronics, the creators of SpaceChem and Infiniminer. Build factories that assemble products for your alien overlords, and try not to die in the process.


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The Zachtronics Solitaire Collection is here! Inside you will find all seven Zachtronics solitaire games, updated with new 4K graphics, plus one brand new Tarot-themed solitaire variant only available here.


Zachtronics announced Last Call BBS by casually calling it "the last game from Zachtronics!" That caused a bit of a stir, excitement for a new game balanced by concern over the closure of the studio announcing it. Is this really the end? "We're definitely shutting down Zachtronics," says Zach Barth, the studio's founder and creative director. "It's not [going to be] like, 'Surprise! Zachtronics is back open!' No, Zachtronics is over."


Since SpaceChem, a 2011 puzzle game about designing circuits to synthesize molecules while strange anomalies pile up in the background, Barth and his collaborators have made a certain kind of game their own. Games about automation, whether you're making machines that move things around or using a fictional programming language to create a program for a specific task. Puzzle games with multiple solutions so you feel like you're inventing your own, whether kludgy or elegant, then streamlining it until it's efficient enough to climb the leaderboard.


"Occupying that niche was getting a little stale," says writer/musician/graphic designer Matthew Burns, who joined Zachtronics for block-based conveyor belt disaster simulator Infinifactory in 2015. "Not necessarily in terms of the games that we were making, but just for ourselves as creators. It was really about shaking things up and thinking about what else we can do. Because in a certain way, we felt we were just continuing to make similar games over and over for a fanbase that we appreciate very much, but we also didn't imagine ourselves doing this for the entirety of our lives."


Not every Zachtronics game has been a straight 'Zach-like'. Ironclad Tactics was a strategy game in a steampunk alternate history Civil War, Nerts! Online was fast-paced competitive Solitaire, and Eliza was a visual novel about AI and the privacy risks of digital therapy. Yet different as they are, the process behind them was not. "It's the way of making the game," Barth explains. "Eliza is a visual novel, it's very different gameplay-wise from our puzzle games, but from a production standpoint it was almost exactly the same. We all did exactly the same jobs, it took exactly the same amount of time. When it came to launch day, it felt literally no different from any of our other games."


Don't fret, though. While Zachtronics is ending, the individuals behind it will carry on making games. Though Burns doesn't have any specific plans yet, he says, "I want to try something new. I want to try pursuing some of the directions that I initially explored in Eliza, for example. I think that's true for everyone on the team in their own way."


For the last 12 months, Barth pursued a career outside of games. His plan was initially to wrap up Zachtronics first, but then Covid happened, delaying Last Call BBS until it overlapped with his other job: teaching high school students how to program.


Barth's interest in education goes back a ways. "When we first made SpaceChem one of the first things we thought was like, 'Oh, we could sell this to schools, it's educational, kind of!'" Zachtronics went on to make a few educational games for mobile with a company called Amplify, but having to work within a narrow curriculum was frustrating.


After his year-long adventure in education, Barth returned to dedicate himself to Last Call BBS full-time. And after that, he plans to continue working on games in some fashion, whatever it turns out to be. "I'm actually excited about doing game stuff after having a year of having to get up early and not make games," he says.


You've got your hands on a Z5 Powerlance, a fictional PC made by a Japanese company called Sawayama (also responsible for the Wonderdisc in Exapunks). Thanks to your friend, a BBS sysop called The Barkeep, this retro PC can play eight games, fully cracked for your enjoyment. In a way, they're a farewell to the Zachtronics oeuvre. There's a game about designing factories and a game about integrating circuits. Three of the games let you export victory gifs to show off your solutions. There's not one but two Solitaire variants.


"One of the games, ChipWizard, is a remake of one of my earlier Flash games called KOHCTPYKTOP (opens in new tab), which is really hardcore," Barth says. "Most people I don't think ever figured out how to play it, but like twice a year I'll get an email from somebody being like, 'This is my favorite game I've ever played. When are you going to remake this?'"


HACK*MATCH is another remake. This tile-matching minigame from Exapunks had previously been ported to the NES (no, really (opens in new tab)). Thanks to the anthology format of Last Call BBS, they have an excuse to port it back. "We actually made the game better by porting it to the NES, but who the hell is going to play an NES game?" asks Barth. "We sold 400 cartridges, but even that's very narrow. We can take the code from that, we can revamp it, we can put in that multiplayer mode, we can put in the singleplayer mode we always wanted, and really remaster it for this release. We would have never gotten the chance to do it otherwise."


"One of our artists is really into assembling Gundam models," Barth says. "He's been working with us for years, and for years I've been trying to say, I really want to make a game about putting together plastic model kits. I could never figure out how to do it. In this framework of a bunch of small games, we went out for a walk one day and we're like, 'We could do this, we could finally make the game about assembling model kits!' We just play it completely straight and make it where it's just a simulation of snapping them together and we don't have to worry about how to blow this up into a $20 experience."


The assembled models need to be spraypainted too, after carefully laying down tape so the spraycan's blunt circular cursor doesn't blast acrylic red all over the pristine white legs, of course. Our own Fraser Brown once observed videogames should let us paint our armies, and he was right. While some strategy games let you personalize color schemes and pick hats for your guys, it's not the same as freeform painting. The only other game I can think of that let you do that was Might & Magic: Showdown, which Ubisoft took offline because of course it did.


"We spent too many months working on a game called Miniatures, which was a tactics game where every single unit you had was a miniature you had to buy and then assemble and paint," says Barth. "That's where that comes from. We never figured out how to do that and make it work because it was like a painting thing and a tactics game. And that's hard."


There are also games that break out of the format, like X'BPGH, which both Barth and Burns refer to by its subtitle: The Forbidden Path. In this Hellraiser-esque horror puzzle you grow seeds into skin, sculpting a new flesh for a mysterious master who promises eternal life. Where some games in Last Call pop up in a humble window on the Powerlance's desktop, The Forbidden Path takes over your entire screen with its occult symbols and H. R. Giger/Mariusz Lewandowski-esque visuals.


"This is our equivalent of a triple-A game in this universe," says Barth. "That's very much the story behind how it was made, in our frame story. It would be impossible for it not to feel like a different experience than the rest of the games, which are largely like the equivalent of, like, indie games."


The big-budget multimedia games of the early CD-ROM era did have something alien about them. Often products of collaborations with film and television studios, they came from outside the traditional games industry and for better or worse had outside perspectives on what games could be. By presenting itself as an intrusion from another dimension The Forbidden Path gets back a sense of that strangeness. 041b061a72


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