
A factory-building tower-defense rogue-lite where the production line is the weapon.
The whole kit as one JSON: fact sheet, descriptions, features, captions, contact. Paste it into an assistant, or fetch https://infinitory-game.com/press/press-kit.json. The archive holds the screenshots, the logos and the same kit as text.
Fact sheet
- Title
- Infinitory
- Developer
- RedCactus
- Publisher
- Self-published
- Genre
- Factory builder / tower defense rogue-lite
- Platform
- PC (Windows), on Steam. Console port planned.
- Steam App ID
- 3222280
- Release date
- To be announced
- Price
- To be announced
- Players
- Single-player
- Languages
- English. More planned.
- Engine
- Unity 6
- Press contact
- infinitorygame@gmail.com
Description
A factory-building tower-defense rogue-lite where the production line is the weapon.
Infinitory mixes city-building, automation, and tower defense in a rogue-lite top-down game. Expand your base vertically in limited space, a strategic planning challenge. Automate resources to produce ammunition and upgrades, crucial for stopping waves of enemies on procedurally generated maps.
Infinitory is a rogue-lite where the factory builder and the tower defense are the same system. You land on a procedurally generated world and automate it: 70+ items, 100+ recipes, 80+ buildings, belts, pipes and power zones. Flat ground runs out fast, so the factory grows upward. And it has to keep the guns loaded. Turrets fire ammunition your factory makes, and they stop firing when it stops arriving.
Every factory pollutes, and the horde follows the pollution. Thousands of mobs move as one mass, handled by a solver written for this game. Sooner or later they get through. The base always falls, and that is the design.
What you keep is the score. It turns into levels, levels give you Battle Points, and you spend those points on a Battle Plan: the set of tech bonuses you take into the next run. You pick the plan before you drop and it does not change during the run. The best bonus in it sets your technology tier. Then you choose a biome and a difficulty and go again. A global leaderboard and a weekly featured seed give everyone the same rules.
In the late 1980s, a medical breakthrough went wrong. Researchers found a fungus that evolved inside its host and absorbed what it found there: immunity, regeneration. They pushed it through host after host, and it mutated beyond control. The miracle cure became VFC-89, the Virulent Fungus Contagion. It turned most humans and animals into monsters, ate through nature and brought the cities down.
One company had taken the threat seriously. Infinite Horizons, a small space exploration outfit, had spent years being mocked for an audacious orbital evacuation project. Nobody was mocking them when their Horizon Sanctuaries turned out to be the only way off the planet. The company everyone laughed at became the megacorporation that quietly runs what is left of humanity.
The Sanctuaries were never finished, and the materials to finish them are all still down there. You are a commander sent back into the fungal wasteland to extract them, with limited equipment and no margin.
Key features
70+ items, 100+ recipes, 80+ buildings. Enough chains that no two factories look alike.
Vertical building on a 3D voxel map: limited space turns the base into a puzzle.
27 turrets in 7 families, each with ammo variants the factory has to produce.
A custom horde system moving thousands of mobs as a single mass.
The base always falls; every run ends and pays out.
Global leaderboard and a weekly featured seed: players come back to beat it.
Same rules for everyone, a different game every time.
Pick your tech bonuses, biome and difficulty before you drop. 100+ bonus levels to specialize into, and the best one in the plan sets the run's tier.
In depth

The horde is a fluid, not a crowd
Thousands of mobs cross the map as a single mass. The horde system was written in-house, replacing A* Pathfinding Project Pro, the most used pathfinding package on Unity.
The map is solved once, outward from the base. Every mob reads the same field, so the cost does not grow with the horde. Density and pressure fields carry the mass around walls, and a solver clears the overlap every tick.

Space is the opponent
Ground is the scarce resource. Machines only run inside a powered zone, extending that zone costs consumption, and consumption costs pollution. Every placement has to be argued for.
So the factory goes up. Elevation is how you fit more machines into the same footprint, and each map argues back with different terrain. Building stops being a habit and becomes a puzzle.

Built on Unity ECS
The simulation runs on Unity's entity component system: Burst-compiled, multi-threaded, with GPU instancing holding 100k+ entities on screen.
That is what pays for a full factory and a full horde running at the same time. Every run also streams events and snapshots to a live telemetry dashboard, which is how the game gets balanced.
Screenshots
15 screenshots, all captured in game. Click one for the full-resolution PNG, or download the whole kit.















Artwork
Concept art, not in-game footage. One sheet per enemy family, each showing the three variants that family comes in. Published at 3000px; the lossless masters are available on request.
Logos and brand




The logo and the wordmark may be used to illustrate coverage of the game. Please do not stretch, recolour or rebuild them, and do not use them to imply a partnership.
The studio

RedCactus is a one-person studio. Infinitory is built by a single developer who has been writing code for twenty-five years and playing factory builders, tower defense and rogue-lites for longer than that, working with a contracted network of artists and composers. Every model, icon, effect and track in the game was made for it nothing is off the shelf.
You are free to record, stream and monetize video of Infinitory on YouTube, Twitch, TikTok or anywhere else, without asking and without a revenue share. No further permission is needed. Press and creator keys are available on request.
Contact and channels
Steam keys for press and creators are sent on request. A playable build is available for hands-on coverage.






