MoteMancer is a fantasy automation game where you design elegant systems across six overlapping Elemental planes. On a Hex Grid you combine ingredients, structures, and arcane power to reshape the world through alchemical insight and clever layout.
Grow Mana Roots and Mana Leaves to harvest sunlight, and weave Streamways to carry ingredients through your base. Each Element brings its own mechanics and puzzle pieces, and mixing Elements creates powerful, synergistic effects that reward experimentation and planning.
Research by infusing ingredients to reveal hidden properties and unlock new tools. Learn and cast spells-like Nudge to reposition structures, Levitate to traverse terrain, or Daycaller to manipulate the sun-because magic is both a resource and a core part of the puzzles. Meanwhile, Entropy steadily erodes reality, challenging the resilience of your systems and forcing robust designs.
Key features:
- Six overlapping Elemental planes, procedurally generated and seamlessly traversable in real time.
- Automation on a Hex Grid with dozens of unique structures that reward strategic placement.
- Ingredient-based research that supports multiple simultaneous discovery paths.
- Element-specific tools and power systems that encourage distinct solutions per plane.
- Entropy, a creeping adversary that tests and disrupts your creations.
Small QoL & Bugfix Patch - v0.4.012
Polish & QoL Change single blueprint ghost placement to Shift from Alt, no longer requires blueprint tech. Control click on a structure can once again refill from your inventory repeatedly using successive stacks (regression from Foundations update). You can now set keybind from the crafting menu by hovering and pressing a number in addition to inventory. Extended grippers no longer have increased travel time for fling or Shadow/Earth upgrades. Coral pool production speed tuned to 30 seconds from 60 seconds. Research tree and Entropy tree icons are now visible on their sister menus Menus that scroll have more responsive button clicks. Plane selection removed from gameplay menu (now that Foundations is the main hub) Tutorial skip removed from gameplay menu (might bring it back to skip halfway through a session) Bug Fixes Fixed an issue where Altars could lose Pedestal information from saves (research could fall a few short on load) Power node Fire tooltip fix Flora scale is now calculated like color hue and not saved as part of its save data. Hopefully the final sledgehammer for Flora scale issues. Flora could be destroyed by a miner and their dissolve would be stuck on when that flora was used again. Fix for Lava Pedestals going back to regular pedestals if harvest was canceled. Fix for Nitor vfx visible through planes Echoflare no longer exclusively builds on the player's plane. Echoflare respects Phased Pockets if enabled. Information overlay output grid can no longer toggle itself on while near a portal boundary.
Read more in Steam