

Within each puzzle, the player is tasked to deliver a number of objects, constructed from one or more types of cube, to one or more delivery points by directing and assembling the individual cubes from their spawning point. Additional chapters have since been added during the game's time in Early Access, adding in new block types and furthering the story of the abductees' escape attempts. By successfully completing all the puzzles, the player's character is rescued from the alien race by other abductees to a hidden base on the alien homeworld, and begins to work with the other abductees to find a way to escape the planet and return home.


Completing a specified quota of puzzles on a world lets the player advance to the next one, as well as advancing the story. The game is divided into 6 worlds with several puzzles per world. The player takes the role of a human that is abducted by an alien race and is put to work to help the aliens construct equipment the character does not appear to be the first one that has been taken for this purpose as throughout the levels are the corpses of other abducted humans, which the player can find and listen to their last audio log. Truly a life changing experience and I don't have a single regret about it.Īm I wrong to expect a sudden release from you in the years to come following an idea you simply couldn't dismiss? Either way, I'll be hoping for it and keeping an eye out for others trying to fill the void Zachtronics will leave behind.Infinifactory is a puzzle game, structured as several sets of puzzles based on various tasks. I've seen several mentions of people being led to computer science or engineering through your work but for me it was the opposite, diving head first without a clue of what I was doing or supposed to be doing is what kept things interesting for me and I actively kept that flame alive by limiting what applicable real-world knowledge I was exposed to. This is less of a question post and more of a thank you for years and years of keeping my mind passionate about something, of all the many puzzle games I've played yours are the only ones that consistently led to me waking up in the middle of the night with a theorized solution for a game/stage I hadn't touched in years followed by me messing up my schedule trying to implement it. I even sent you a request for an intern position back in my college days. Hey Zach, I've been obsessively following your work since the early days of the flash games era. I think I answered every question I saw? Even the stupid ones! Send me an email ( ) if you have anything else you want to know. We're happy to answer any questions you have about that too!ĮDIT: It's been almost eight hours and I haven't done any work today, so I'm going to wrap this up for now.

You can read some background information about it here. Last Call BBS is also our last new release before we wrap up development at Zachtronics and switch into long-term maintenance mode. Today I'm here with the Zachtronics team to answer your questions! We just launched Last Call BBS, a retro-computing-themed package of eight puzzle games in the Zachtronics style, and would love to answer any questions you have about that, or any other game we've made. I've been making "indie games" for a while now, including Infiniminer, SpaceChem, Ironclad Tactics, Infinifactory, TIS-100, SHENZHEN I/O, Opus Magnum, EXAPUNKS, Eliza, MOLEK-SYNTEZ, Möbius Front '83, NERTS! Online, and now Last Call BBS. I'm Zach Barth, the creative director of the game studio Zachtronics.
