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AutoForge on Steam - User reviews, Price & Information

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A 2D automation sandbox adventure. Build an automated factory with Mana-powered machines, progress through an expansive tech tree, explore a vast and wonderful world, upgrade yourself with ancient technologies, and defend it all from invasions.

AutoForge is a early access, sandbox and crafting game developed and published by Siege Games.
Released on March 27th 2024 is available on Windows, Steam Deck and Steam Machine in 13 languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese and Ukrainian.

It has received 390 reviews of which 344 were positive and 46 were negative resulting in a rating of 8.2 out of 10. 😎

The game is currently priced at 23.99€ on Steam, but you can find it for 16.69€ on G2A.


The Steam community has classified AutoForge into these genres:

Media & Screenshots

Get an in-depth look at AutoForge through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 (64 bit)
  • Processor: Dual core 3Ghz+
  • Memory: 4 GB RAM
  • Graphics: DirectX 10.1 capable GPU with 512 MB
  • Storage: 4 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

55 hours played
March 2026
What a great gem of a game. Deserves more attention. Recently received direct help from the developer working out kinks with the experimental multiplayer. Had a blast playing with my bro. Highly recommend this one.
77 hours played
Jan. 2026
Factorio meets Terraria. Lots of fun once you realize the tutorial was utter garbage and led you away from what you can and should be doing. Just ignore it after you get the basic controls and sit back and enjoy the game :)
13 hours played
Dec. 2025
WHATCH OUT FOR THE VOID CHEST IT DELETES YOU|R I|TEMS. The soundtrack is great. I really like how mobile the character is, great when exploring. I also like the choice of not having any weapon items, only upgrading your robotic body. Some stuff that is basic in other games like scafolding/Stairs (Platform/rope equivalent in terraria) take more steps of refinement (and even more time )-: ) and are unlocked later than usual, feels a little weird to need to make a prodution line for it, but I guess it's realistic. Could have told me the vines work as ropes, I took way too long to notice. Also took me a bit to remember the talent upgrade tree, that is surprisingly deep, but requires many resources and research time (but it's cool that you can do basically anything while researching/crafting even if it takes time to finish). I notice a pattern that I personaly don't like about everything taking time, even hand crafting. I guess it's your usual automation game, but (usually, i don't know if it will be the case for this game yet!) eventually all these finicky details accumulate and it becomes too much of a chore. At least to me, it stops being fun. I loved satisfactory, but at some point I finished rebuilding everything from scratch by, like, the fourth time. Tidy things up, add even MORE low tier pieces production, upgrade the conveyor belts and storage containers, and make the line flow easier to understand, again. I even color-coded everything! But the production was still stuck somewhere again and again and I became frustrated. Usually I just take it slow and go explore, but it had basically stoped!
2 hours played
Sept. 2025
I really want to like this game — I love exploration + survival + automation and the music is fantastic — but it's just not quite there yet. I got lost several times as it was unclear what I needed to do. "Upgrade at the Apotheos Mainframe." Ok, but where's the Mainframe? When can I unlock an upgrade? Where is the silver? How do I find more Void Matter? It's just missing little clues and starts to feel tedious and boring. I'm sure all this will be smoothed over and I'm happy to wait, but just feels game is missing clear progression so I'll just hold on.
218 hours played
Sept. 2025
7/10; above average. it has some polish issues, and some dangling mechanics, but has definitely improved since i got it; so the dev is active. I recommend infinite resources when playing it, because like any finite size/ finite resource factory game, it just doesn't feel good knowing that everything will run out. The dev has introduced some renewable resource systems but they feel like bandaids tbh. Combat is still getting worked on. The turret defense system is ok, but unfunly complicated by the resource situation. Additionally, the unlocking map+ turret defense is made clunky with how there is no mass disassembly system. The build/breakdown systems in the game need a lot of work still; with clearer patterning (at least copy/paste settings), incomplete tooltips, no upgrade mechanics, so increasing tier requires full breakdowns/rebuilds. Id almost suggest some kind of upgrade aura as a bandaid solution, so you can buff existing units through some kind of special beacon like building, and have the higher tiers just be better. The manufacturing system is nice, but between the finite map size, finite resources, clunky building/deconstruction mechanics, I feel like the manufacturing chains could use some work. It would be nice to know when a product is an end-good, or intermediate product, so I know if I need to add it to the mall, and a mall is pretty much required. There are some interesting multi-stage like the adamantite->metal->metal II chain, but buildings like the lava forges can be rather muddied. I'm unsure how one is supposed to have any kind of reliable throughput without void chests, and I don't understand why voidchests (or some other sinking system) aren't craftable. I would recommend a sinking system like satisfactory, or an extension of the orb to mana recycling system already present. Overall its hard to really give a definite review when it comes to the factory component of the factory game, as I know its only 2/3rds of the way done in that regard, and the muddied resource ethos makes it difficult to know where things will be going. Infinite resource ethos elements: 1. required sinks 2. non-renewable power (the cost to use the "free" power source is in the continuious defensive resource sinks) 3. Compressors that drastically increase resource requirements Finite resource ethos elements: 1. low research count 2. An array of basic renewable systems 3. Potential for renewable resources through complex crafting chains (which can be permanently missed if the resources on the map runout) 4. more effecient resource consumption in power generation through advanced patterns. More I could count in either category; but overall it feels like the Dev needs to sit down and lay out a map of expectations for progression. From a technical standpoint I only ran into 2 major bugs. The first is a crash on save; if it occurs due to auto save, one can get into a crash loop. The second bug is a weird desync between the player and their location due to the map. The game world will see the player as unmoving, but the game client somehow renders the player as moving. I think that somehow the pointer to the player position used in lighting and elements of the player class is getting changed into a constant value from a reference. So collision works correctly, but lighting, player actions, and map exploration function as though the player has not moved from the site of the desync. So the player can't even explore areas of the map remotely. When it comes to features i'd love to see. 1. The present functionality of the map should be an upgrade. 2. The player should be able to unlock robo-ports so they can use the map to create BPs, and build remotely. 3. The tether needs work. 4. if no robo-ports, the hover needs a sprint upgrade. 5. an expansion of the upgrade system in general; with advanced versions of different upgrades and maybe a reworked GUI 6. More clarity on the pipette function. 7. An outline of a build ghost even when invalid (perhaps in red when invalid) so a player can know the shape of a building. 8. Optional verbose tooltips with all values listed. 9. A tutorial on making ladders. 10. a ladder upgrade. 11. optional or unlockable world grid with major ticks and map borders 12. world boundary unbreakable structures on either side to define where enemies can come from. (so like tunnels or something) 13. with 12 in mind, allow invasions at all altitudes. 14. more detailed obstacle mechanics; doors, transparent walls to weapons, opaque walls to weapons, walls that some types of enemy can path through entirely. The combat system can actually be a major key here; Dyson Sphere Program made some really interesting choices on that front; I found an infinite resource, but low concentration run at max difficulty had a pretty good game feel with how one could use the combat to fuel the factory. That feels like a domain of gameplay that is untapped in the market as of yet. You may even get away with finite resources if the enemies can drop enough. Further, if you wish to force combat, having certain milestone researches causing combat is recommended. With infinite resources, combat itself is much more tactical and doesn't feel like a drag on resources. Also a warning that infusion will cause invasions to occur forever, would be nice. As a final note: these are all my opinions. Im not a god of these games; just an enthusiast. I find the game fun, and the updates have made it more so. As much as I don't know if it is the intended gameplay style, I love building a massive growing mall up into the sky. Ive only listed as much as I have due to my enjoyment of this game.

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Frequently Asked Questions

AutoForge is currently priced at 23.99€ on Steam.

No, AutoForge is currently not on sale. You can purchase it for 23.99€ on Steam.

Yes, AutoForge received 344 positive votes out of a total of 390 achieving a rating of 8.19.
😎

AutoForge was developed and published by Siege Games.

Yes, AutoForge is playable and fully supported on Windows.

No, AutoForge is not playable on MacOS.

No, AutoForge is not playable on Linux.

Yes, AutoForge is playable and fully supported on Steam Deck.

Yes, AutoForge is playable and fully supported on Steam Machine.

No, AutoForge does not support VR.

AutoForge offers both single-player and multi-player modes.

AutoForge includes Co-op mode where you can team up with friends.

No, AutoForge does not currently offer any DLC.

No, AutoForge does not support mods via Steam Workshop.

No, AutoForge does not support Steam Remote Play.

Yes, AutoForge is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for AutoForge.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 11 September 2026 14:47 UTC
SteamSpy data 31 August 2026 06:45 UTC
Steam price 11 September 2026 18:49 UTC
Steam reviews 09 September 2026 11:57 UTC

If you'd like to dive deeper into the details about AutoForge, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about AutoForge
  • SteamCharts - Analysis of AutoForge concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck AutoForge compatibility
AutoForge
Rating
8.2
344
46
Game modes
Multiplayer
Features
Online players
23
Developer
Siege Games
Publisher
Siege Games
Release 27 Mar 2024
Platforms
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