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.
Monday Musings #24 – Scythe & Spindle - Upcoming Update
I knew at EA launch that Entropy as an adversary would be something that evolved over the course of development, but more than that I also knew I needed feedback to guide the ultimate shape MoteMancer's adversary would take. We've had many late-night community conversations about where we might be able to evolve Entropy, and today I'm going to share the fruits of those discussions. Entropy as a Resource The best way at a foundational level to change the way players interact with Entropy is to make it harvestable and useful rather than just something to carve into or build around. Entropy represents the unraveling of order, thread by thread, into a miasma of noise without enough structure to cohere into anything descript. For an experimenting alchemist, this means it could be leveraged in a multitude of novel and interesting ways. We'll start with the Entropic Alembic, which distills nearby Entropy into Entropic Shards - a crystallized reagent used as the foundation of our new arcane endeavors. From there, the Transmutation Engine channels the chaotic potential of Entropy in a variety of forms. Early on, the Engine’s primary use-case is coaxing random Motes back from Entropy using Salt or Aether as a catalyst - reconstituting the Entropic Shard back into that which it dissolved. The random nature of the output adds for interesting logistical challenges, but can also always be turned back into Salt and Aether, since a Grindstone is undiscerning in that regard. Grippers will only pickup Ingredients that are useable in their destination Inventory as well, so there are many clev...
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