STEAMDB NEXUS

Steam app 3320980 · updated 12 Sep 2026, 22:31 UTC

MoteMancer

An alchemical automation game of ever-changing logistical puzzles across six Elemental planes. Each Element transforms how you generate power, move resources, and defend your factory. Cultivate your own garden of possibility with dozens of uniquely shaped structures in this hex-grid sandbox.

MoteMancer Steam header artwork
CyanAvatar StudiosCyanAvatar Studios
13playing now
1424-hour peak
259all-time peak
12average, last 30 days

The last 30 days

−1.6Gain−11.71%% gain25Peak

283 hourly samples, with the daily peak drawn over them. Weekends are shaded.

0714202713 Aug18 Aug23 Aug28 Aug02 Sep07 Sep12 SepThursday 13 August 202614 peakFriday 14 August 202624 peakSaturday 15 August 202621 peakSunday 16 August 202621 peakMonday 17 August 202616 peakTuesday 18 August 202619 peakWednesday 19 August 202613 peakThursday 20 August 202614 peakFriday 21 August 202614 peakSaturday 22 August 202624 peakSunday 23 August 202625 peakMonday 24 August 202618 peakTuesday 25 August 202613 peakWednesday 26 August 202615 peakThursday 27 August 202615 peakFriday 28 August 202614 peakSaturday 29 August 202617 peakSunday 30 August 202618 peakMonday 31 August 202617 peakTuesday 01 September 202618 peakWednesday 02 September 202617 peakThursday 03 September 202618 peakFriday 04 September 202614 peakSaturday 05 September 202618 peakSunday 06 September 202616 peakMonday 07 September 202620 peakTuesday 08 September 202614 peakWednesday 09 September 202616 peakThursday 10 September 202614 peakFriday 11 September 202612 peakSaturday 12 September 202614 peak
Daily peakEvery hourly sample

All time

15 months, July 2025 to September 2026. The highest number of people in the game at once, each month, on a time axis -- a gap in the record stays a gap.

070140210280Jul 2025Sep 2025Nov 2025Jan 2026Mar 2026May 2026Jul 2026Sep 2026July 2025259 monthly peakAugust 2025104 monthly peakSeptember 202545 monthly peakOctober 202555 monthly peakNovember 202521 monthly peakDecember 202543 monthly peakJanuary 202645 monthly peakFebruary 202639 monthly peakMarch 202628 monthly peakApril 202623 monthly peakMay 202617 monthly peakJune 202645 monthly peakJuly 202638 monthly peakAugust 202625 monthly peakSeptember 202620 monthly peak
Monthly peak

The last four months

Show:

The highest number of people in the game at once, each month. Four, because four is as far back as the source keeps anything finer than one figure a month.

010213141July 2026August 2026September 2026October 2026July 202638 peak — daily detail belowAugust 202625 peak — hourly detail belowSeptember 202620 peak — hourly detail below
Monthly peakHas finer data

July 2026

31 days, each one the highest figure that day. The source keeps no hourly detail this far back. Weekends are shaded.

01021314101 Jul06 Jul11 Jul16 Jul21 Jul26 Jul31 JulWednesday 01 July 202627 peakThursday 02 July 202628 peakFriday 03 July 202628 peakSaturday 04 July 202632 peakSunday 05 July 202638 peakMonday 06 July 202630 peakTuesday 07 July 202625 peakWednesday 08 July 202624 peakThursday 09 July 202624 peakFriday 10 July 202625 peakSaturday 11 July 202628 peakSunday 12 July 202620 peakMonday 13 July 202621 peakTuesday 14 July 202615 peakWednesday 15 July 202616 peakThursday 16 July 202622 peakFriday 17 July 202620 peakSaturday 18 July 202622 peakSunday 19 July 202623 peakMonday 20 July 202618 peakTuesday 21 July 202614 peakWednesday 22 July 202620 peakThursday 23 July 202613 peakFriday 24 July 202618 peakSaturday 25 July 202620 peakSunday 26 July 202621 peakMonday 27 July 202617 peakTuesday 28 July 202616 peakWednesday 29 July 202614 peakThursday 30 July 202613 peakFriday 31 July 202620 peak

August 2026

31 days as the curve, each the highest figure that day. Behind it, 167 hourly samples from 13 Aug, which is as far back as the source keeps every hour. Weekends are shaded.

0714202701 Aug06 Aug11 Aug16 Aug21 Aug26 Aug31 AugSaturday 01 August 202617 peakSunday 02 August 202617 peakMonday 03 August 202615 peakTuesday 04 August 202615 peakWednesday 05 August 202622 peakThursday 06 August 202624 peakFriday 07 August 202621 peakSaturday 08 August 202624 peakSunday 09 August 202625 peakMonday 10 August 202615 peakTuesday 11 August 202617 peakWednesday 12 August 202618 peakThursday 13 August 202618 peakFriday 14 August 202624 peakSaturday 15 August 202621 peakSunday 16 August 202621 peakMonday 17 August 202616 peakTuesday 18 August 202619 peakWednesday 19 August 202613 peakThursday 20 August 202614 peakFriday 21 August 202614 peakSaturday 22 August 202624 peakSunday 23 August 202625 peakMonday 24 August 202618 peakTuesday 25 August 202613 peakWednesday 26 August 202615 peakThursday 27 August 202615 peakFriday 28 August 202614 peakSaturday 29 August 202617 peakSunday 30 August 202618 peakMonday 31 August 202617 peak

September 2026

12 days as the curve, each the highest figure that day. Behind it, 116 hourly samples. Each dip is a night. Weekends are shaded.

0511162201 Sep03 Sep05 Sep07 Sep09 Sep11 SepTuesday 01 September 202618 peakWednesday 02 September 202617 peakThursday 03 September 202618 peakFriday 04 September 202614 peakSaturday 05 September 202618 peakSunday 06 September 202616 peakMonday 07 September 202620 peakTuesday 08 September 202614 peakWednesday 09 September 202616 peakThursday 10 September 202614 peakFriday 11 September 202612 peakSaturday 12 September 202614 peak

October 2026

MoteMancer was released on 14 Jul, 2025.

Not out yet.There is nothing to draw for this month.
Nothing here is interpolated or estimated; where a sample is missing the line is broken.

Game information

Updated 12 Sep 2026, 22:31 UTC
App ID
3320980
Last updated
30 Aug 2026 build 25026235
Developer
CyanAvatar Studios
Publisher
CyanAvatar Studios
Release date
14 Jul, 2025
Platforms
Windows
Download size
754 MB
Install size
1.85 GB
Genres
Indie, Simulation, Strategy, Early Access
Game modes
Single-player
Controller support
Unknown
Early Access
Listed in Early Access
Achievements
66

Features & support

Steam features

Steam AchievementsSteam WorkshopSteam CloudFamily Sharing

Controllers & input

Accessibility

Popular tags

Early AccessAutomationBase BuildingResource ManagementFantasySandboxStrategyPuzzleCraftingManagementOpen WorldSimulationMagicAtmosphericBuildingSingleplayer2DHex GridRelaxingColorful
About this gameFull description from Steam
MoteMancer is a fantasy automation game set across six overlapping Elemental planes. Design elegant systems on a Hex Grid, combining ingredients, structures, and magic to reshape the world through alchemical insight. Unique Tools Grow Mana Roots and Mana Leaves to collect power from the sun. Weave Streamways to move ingredients across your base. Each Element offers unique mechanics, and each plane brings its own puzzle pieces to the table. Combine Elements for powerful, synergistic effects. Research Through Alchemy Infuse ingredients to uncover their hidden potential. Unlock new tools through experimentation where every combination is a chance to discover something unexpected. Elemental Arsenal Learn spells to Nudge structures, Levitate across terrain, or use Daycaller to control the sun itself. Magic isn't just power, it's part of the puzzle. 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 clever positioning and planning. Ingredient-based research, enabling multiple simultaneous lines of discovery. Element-specific tools and power systems, encouraging distinct solutions for each plane. Entropy, a creeping adversary that tears through the fabric of reality and tests the resilience of your systems.
Content & age ratings2 regional ratings

Regional ratings

DEJUSl
IGRS3
System requirementsMinimum and recommended hardware

Minimum

Minimum: Requires a 64-bit processor and operating system OS: Windows 10 (64-bit) Processor: Processor: Intel Core i5-2400 / AMD FX-6300 Memory: 4 GB RAM Graphics: Graphics: Intel HD 4000 / NVIDIA GeForce GTX 660 / AMD R9 270 Storage: 4 GB available space

Recommended

Recommended: Requires a 64-bit processor and operating system OS: OS: Windows 11 (64-bit) Processor: Processor: Intel Core i5-8400 / AMD Ryzen 5 2600 Memory: 8 GB RAM Graphics: Graphics: NVIDIA GTX 1060 / AMD RX 580 Storage: 4 GB available space

macOS

Minimum: OS: macOS 11 Big Sur Processor: Intel Core i5 or Apple M1 Memory: 4 GB RAM Graphics: Metal-compatible GPU Storage: 4 GB available space Recommended: OS: macOS 13 Ventura Processor: Apple M1 or Intel Core i5 Memory: 8 GB RAM Graphics: Metal-compatible GPU Storage: 4 GB available space

Linux

Minimum: OS: Ubuntu 20.04 LTS or equivalent Processor: Intel Core i5-2400 / AMD FX-6300 Memory: 4 GB RAM Graphics: NVIDIA GTX 660 / AMD Radeon HD 7850 or equivalent Storage: 4 GB available space Recommended: OS: Ubuntu 22.04 LTS or equivalent Processor: Intel Core i5-8400 / AMD Ryzen 5 2600 Memory: 4 GB RAM Graphics: NVIDIA GTX 1060 / AMD RX 580 or equivalent Storage: 4 GB available space
Supported languages15 languages
LanguageFull audio
English●
French●
Italian●
German●
Spanish - Spain●
Japanese●
Korean●
Polish●
Portuguese - Brazil●
Portuguese - Portugal●
Russian●
Spanish - Latin America●
Turkish●
Traditional Chinese●
Simplified Chinese●

A blank audio cell means full audio was not marked in the returned language list.

Screenshots & trailersScreenshots and trailers

Trailers

AchievementsTotal count and selected achievements

66 achievements in total.

Show selected achievements (may contain spoilers)
Hex-BrainedAchievement
The Promise of ResearchAchievement
ScryingAchievement
Gathering DawnAchievement
Life AdeptAchievement
VerdamancerAchievement
Canyons of EternityAchievement
Earth AdeptAchievement
GeomancerAchievement
Blistering WillAchievement

View all Steam achievements

DemosPlayable demos on Steam

50 developer announcements, Nov 2025 to Aug 2026 · times in UTC

August

  1. Monday Musings #62 – The Advent of the Alchemist's Journal

    I have been talking about this feature for literally a year, and today is finally the day to put it in the game. MoteMancer has many unique rules and behavior and systems, and just a lot to learn in general, so naturally one of the things…

    CyanAvatar
  2. Monday Musings #61 – Multi-Texture Particles

    When I was at school for computer animation, we had a saying - "Is it enough to fool the bartender?" The thing about graphics in general is you can spend almost an infinite amount of time making something better and at some point you must…

    CyanAvatar
  3. Monday Musings #60 – Portals and Particles

    As I've been looking through the toolbox for ways to bring buildings to life, one nagging problem has remained unsolved: particle interactions with portals. MoteMancer's solution to Portals is not super common among games. That brings the…

    CyanAvatar
  4. v0.5.060 Rolling Updates for August

    Thank you for all the suggestions and reports. Many of these improvements came directly from forum posts and in-game F1 feedback. Thank you for helping make MoteMancer better!…

    Patch notes

July

  1. Monday Musings #59 – Digital Underground

    When I first implemented underground belts, I made them a fixed length of three underground spaces because it was easier while I was still figuring out conveyor belt code in general. Over time, though, I realized the fixed length had a…

    CyanAvatar
  2. v0.5.044 Rolling Updates for July

    Even though Art is the focus, there's still room to slip some quality of life and bug fixes in :) v0.5.044 Quality of Life Blueprints now support horizontal mirroring with H. This is rebind-able but not present in the blueprint window yet…

    Patch notes
  3. Monday Musings #58 – Attunement Recap

    Happy glorious Monday! First, a huge thank you to everyone that's been playing the Attunement Update and sending in bugs and suggestions. Today I wanted to celebrate some of the discoveries from the last few weeks and share some fun bug…

    CyanAvatar

June

  1. v0.5.025 - Rolling Hotfixes from Attunement Update

    Thanks for the bug reports and suggestions! Hotfix v0.5.025 Torrential Streamway structures tick twice as often to solve mixed-streamway-chain compression. This could be a slight perf hit for Torrential-heavy bases, but still probably…

    Patch notes
  2. Attunement Update is LIVE!

    Greetings MoteMancers! If the last update shook the foundations of the elemental planes, this update is poised to hone and refine your alchemical journey. The Attunement Update brings character customization, major performance improvements…

    CyanAvatar
  3. Monday Musings #57 – Painting with Math

    I've always been a super math nerd, especially when it comes to color math. I used to say "Math is my paintbrush". While working as an FX artist I used math to shape and sculpt procedural textures like clouds or fire or water to great…

    CyanAvatar

May

  1. Monday Musings #56 – Achievements Philosophy

    When I teach design, I often reference Quantic Foundry's Gamer Motivation Model, because it is one of the most concise images I know of. I play tons of games in just as many genres, but Completion is definitely one of my primary motivators.…

    CyanAvatar
  2. Monday Musings #55 – Weaving 2D and 3D

    Happy Monday! I'm still knee-deep in tutorialization and performance, but I thought today it would be fun to talk about how MoteMancer fell into using both 2D and 3D pipelines simultaneously, and the opportunities it ended up providing.…

    CyanAvatar

April

  1. Patch 0.4.044 is Live - Rolling in perf updates from Experimental

    Greetings Mancers! Experimental has been pretty stable, so the updates to help performance are being rolled into the live game. There are more coming, but it's a good break point to migrate what's working well into the main build. There's…

    Patch notes
  2. Monday Musings #54 – Performance Deep Dive

    Happy Monday! Many players have been asking about MoteMancer's specific plans for performance improvements, I'm happy to say the current Experimental branch is live with the opening salvo. No plan survives contact with practical reality…

    CyanAvatar
  3. 0.4.033 is up on Experimental - Testing Performance Improvements

    The Experimental branch is now live with a series of performance improvements implemented. Many of these came with significant refactors of existing systems. If you'd like to test your game in experimental, the transfer should be safe and…

    Patch notes
  4. Monday Musings #53 – Rebuilding the First 10 Minutes

    I spent some time recently just watching players hit the opening of the game and reading feedback about early experiences, and it’s been illuminating. Nothing is fundamentally broken, but players are getting in their own way, and that’s on…

    CyanAvatar
  5. Mid April Rollup - v0.4.030

    Polish and Behavior * Inventory items will now highlight contextually depending on the active structure window. * All structure and research progress bars have new elemental art. * Timers and %'s are shown as well on progress bars. *…

    Patch notes
  6. Monday Musings #52 – Sparkle Motion

    There are so many places to add FX and polish, and this week I found myself drawn to the unassuming progress bar. It’s a great warmup before tackling heavier pieces, and it’s always worth adding a bit of delight wherever you can. These bars…

    CyanAvatar
  7. Early April Rollup - v0.4.023

    Polish & QoL * Tutorial games now only allow Twinseed, World Veins, and Ancient Spindles (this change is to lower complexity for first-time players). * Tutorial ? helpers now only show on the currently active step if available. * Pipette…

    Patch notes
  8. Monday Musings #51 – MoteMancer Joins FactorioLab!

    It's so wonderful to have a community invested in modding, sharing blueprints, and theorycrafting. Earlier today, the community took a step further and added MoteMancer to FactorioLab.…

    CyanAvatar
  9. First Community Member Mod! & surgical bugfixes - v0.4.022

    * Mod icons now fallback to the ? icon instead of a white square. * Infinite reach mod no longer breaks Meteor Swarm * Fix a few bad icon references in tutorial banners * Shift clicking a crafting button will now queue the maximum number of…

    Patch notes

March

  1. Quality of Life and Bug Fixes - v0.4.020

    Quality of Life * Blueprint creation now has 3 selection modes: Rectangular, Diamond, and Radial. Use X to swap modes or click the HUD icon. * Copy mode shows grid like connected structures do * Blueprint shader is now a little more legible…

    Patch notes
  2. Monday Musings #50 – Working With Bestagons #3: Blueprints, Maps, and Immersion

    I received a very fair critique from multiple sources: If your game is all hexagons, why are you using that tired old rectangle selector for blueprints? I love this kind of feedback because it points directly at one of the most important…

    CyanAvatar
  3. Monday Musings #49 – A Wild Steam Workshop Appears!

    Steam Workshop Mods are coming to MoteMancer. Happy Monday! Mods have been part of the plan for MoteMancer from the beginning. The automation genre itself was born from mods, so it only feels right to pay that forward. I’ve spent a lot of…

    CyanAvatar
  4. 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…

    Patch notes
  5. Monday Musings #48 – Asking the Right Question

    The new Foundations update brought a lot of great discussion about all of the new game modes available, but one of the conversations in particular reminded me of the greatest question you can ever ask yourself or others while discussing…

    CyanAvatar
  6. Foundation Bug Fixes - v0.4.007

    Fixes from reports from the weekend: Large number display no longer throws an exception if "Infinity" or > 1trillion gets passed in. Fix a rare case where mote patches can be destroyed mid Sovereign Manaheart burst. Capture doodad size at…

    Patch notes
  7. Foundation Hotfixes & Tuning - v0.4.005

    Thanks for all the reports, have a great weekend! Bug Fixes The Action Bar should now correctly save when you clear a button. Collector UI when World Veins is active now shows the Collector inventory count again. Change how tutorial detects…

    Patch notes
  8. Foundation Hotfixes & Tuning - v0.4.002

    Thank you for all the bug reports and feedback on the Foundations update! Foundation Fixes and Tuning: Jeweled/Chromatic Fields - Icons for Multi-Mote Patches on the Map now match the Foundation icon. Miner displays (tooltip and window)…

    Patch notes
  9. Foundations Update: New Rules for Every World

    MoteMancer's third Major Content Update is Live! Foundations are modifiers that change the rules of the world and open the door to endlessly varied playthroughs. With the new Enduring Research system, your most optimized factories can now…

    CyanAvatar
  10. Monday Musings #47 – Runeshroom Ritual Reprisal

    Happy Monday! I wrote an extensive post about Runeshroom Rituals in the past, and recent design developments got me thinking about extending the ritual suite. With the Foundations update arriving shortly, I want to talk through 2 new…

    CyanAvatar

February

  1. Monday Musings #46 – Tutorializing Trail of Fire

    Happy Monday! Today I want to talk through a unique opportunity that presented itself when it came to tutorializing MoteMancer. MoteMancer is going to get two tutorial paths. It is not something I would typically do, much less advise, but…

    CyanAvatar
  2. Monday Musings #45 – On Systems Design

    Systems Design is probably my main discipline. It’s the thing I can’t shut off when my brain wanders. Today I thought I’d share a bit of the process and headspace behind it through an example that will be landing alongside Foundations. Time…

    CyanAvatar
  3. Monday Musings #44 – Guiding Mastery

    MoteMancer's sandbox has a very high skill ceiling. There are multiple ways to solve logistics problems by design, and players will naturally gravitate towards solutions that are intuitive to them. Another part of the fun though is…

    CyanAvatar
  4. Monday Musings #43 – Tutorial Foundations

    Short and sweet today because I have a lot of things to do! While working on Foundations, I read some feedback that talked about the pain of random resource distribution and (so far) lack of knobs/sliders for world generation. It's always…

    CyanAvatar

January

  1. Monday Musings #42 – Enduring Research

    I've had two ideas in my head from very early on: some way to do infinite research, and some way to have very loose meta progression. It turns out, I think I can thread both needles. Happy Monday, let's get into the weeds.…

    CyanAvatar
  2. Monday Musings #41 – Foundations!

    Happy Monday! Affixes/Modifiers have been officially renamed to Foundations, and they are the central feature in the next upcoming patch, planned for February. Today I want to share some of the thought behind Foundations and give some…

    CyanAvatar
  3. Monday Musings #40 – Pacing Iteration & Philosophy

    I don't spend many of these devlogs talking about design philosophy (though it happens regularly in our discord). Today’s topic is worth talking through carefully, even for my own sake. MoteMancer has two mid-game flow points that could be…

    CyanAvatar
  4. New Year Fixes and QoL - v0.3.038

    Quality of Life Echoflare now drains much less Power per Structure placed. Paths and Lights no longer block Open-Air Slipstream allows all Logistics Structures rather than air/water specifically Runeshroom and Entropic Alembic now show an…

    Patch notes
  5. Monday Musings #39 – Back in the Lab

    Happy 2026 fellow Mancers! Today I want to share a nuanced take on what the short, medium, and long term plans are for MoteMancer now that I've had a few weeks to step away and see it from the outside. You know it's a good break when you…

    CyanAvatar

December

  1. Monday Musings #38 – Roadmap Update and Plans for 2026

    Releasing the Elemental Mastery Update was a great way to close out the year. Since MoteMancer entered Early Access in July, the game has grown in meaningful and foundational ways, both in content and cohesion. Before looking ahead, it’s…

    CyanAvatar
  2. Minor Fixes and QoL v0.3.029

    Thanks all for the reports! Locked vs freeform now remembers its state between sessions. Picking up entities now shows the total you have as well as amount picked up. Added Vulkan support. The player now sorts in front of most buildings…

    Patch notes
  3. Fast Feedback Follow-up 0.3.023

    Thanks so much everyone for sending in suggestions and bug reports. Snuck a bunch of quality of life in while bug fixing, enjoy! Quality of Life Pickup action (F) will now keep picking things up while held down. Spell Function and Locked vs…

    Patch notes
  4. MoteMancer: The Elemental Mastery Update has Arrived!

    MoteMancer's second Major update is now Live! Elemental Mastery brings a massive amount of additional content to your alchemical garden. The Research Tree has been infused with dozens of new researches, complete with new spells, new…

    CyanAvatar
  5. Monday Musings #36 – New Spells and Open Alpha Testing!

    We're about a week out from the Elemental Mastery Update! There’s still plenty of work to do and bugs to fix, but an alpha build is available if you'd like to jump in early. There are tons of new toys available, but today I wanted to…

    CyanAvatar
  6. Monday Musings #35 – Rise of the Mega Shader

    It's time to get back to being super nerdy and technical today! There are many problems that don’t reveal themselves until you’re deep into development, and MoteMancer’s art pipeline is absolutely one of them. I have many years experience…

    CyanAvatar

November

  1. Monday Musings #34 – Giving Thanks with Stats

    One of the last things I added into MoteMancer before EA Launch was a way to do in-game feedback (shoutout to Easy Feedback Form on the Unity store!) and it was one of the best decisions I ever made. Not only have I gotten hundreds of…

    CyanAvatar
  2. Monday Musings #33 – A Wild Wiki Appears!

    MoteMancer's community continues to blow me away. The best proof of that? Our freshly minted MoteMancer Wiki. Entirely community-driven, already full of depth, and growing by the day. While I was preparing for the seismic restructuring of…

    CyanAvatar
  3. Monday Musings #32 – Upcoming Toys and Future Plans

    It’s been a busy few months in the lab, and MoteMancer’s world keeps growing more intricate with every patch. I’ve been doing a lot of technical logs lately, so let’s take a breath and look ahead together. The Long View MoteMancer's Early…

    CyanAvatar
  4. Monday Musings #31 – Infinite Resources Through Resourcefulness

    There's definitely been a trend from a handful of modern automation games to have resource gathering come from an infinite node of some kind. Personally I always liked games that had resource patches that slowly ran out, because it gave you…

    CyanAvatar

All games on this site