Your world. Your machines. Your code.

SCRIPTLANDS

DIG, BUILD, AND PROGRAM
EVERY MACHINE YOURSELF.

A voxel survival and automation game. Mine, fight and craft by hand, then build pipes, power grids and factories. Program machines and robots in a Python subset, with new factory syntax unlocking as you climb the tech tree. You learn to program by building a factory.

Windows PLANNED macOS PLANNED Linux PLANNED

In development · Release date and store links to be announced.

Three yellow robot turtles with radio masts dig side by side into a stone wall, next to a data antenna.
deploy(Harvester, "miner") wrote one class to three robots.

HOW IT PLAYS

Hands first. Code when doing it by hand starts to hurt.

01

Survive

Punch trees, make tools, and build walls and a light before dark. Crawlers come out on dark ground at night.

02

Build

Furnaces, pipes, cables, generators and machines. Every system works without code first: a lever can light a lamp.

03

Program

Start with a turtle, fuel and a pickaxe. Learn by making it act, then bring code to sorting, power, crafting and entire factories.

04

Automate

Robot turtles that dig and build, factories that talk over data cable, a storage network that crafts on request, and robot fleets.

The core idea

Make the factory work your way

Useful machine defaults get you started. Code lets you decide what to pull, when to process and where to push. The game runs a Python subset, with errors that explain what went wrong and where.

Press Step to watch a script run one line at a time. A token bar and suggestions show only the syntax you've unlocked, so you're never stuck staring at a blank page.

See the whole language
MACERATOR · SYNTAX T0
# Grind whatever arrives
pull(BACK)
grind()
push(FRONT)
> saved · press Run to start
> running

CODE UNLOCKS LIKE TECH

New syntax is crafted, like a new machine. Each chip opens a piece of Python, and each piece makes a new kind of machine worth building.

Lessons by tier
  1. T0Punch Cardpull() push()Calling functions, in order.
  2. T1Registerx = x + 1Variables, numbers and text.
  3. T2Logic Gateif elif elseDecisions: sorting, fuel checks.
  4. T3Loop Coilfor whileRepeat work: dig a whole tunnel.
  5. T4Subroutinedef returnName a behaviour, reuse it.
  6. T5Memory Bank[ ] { } inLists and dicts: recipes, stock.
  7. T6Signal Net@on send()Events and messages between machines.
  8. T7Class Forgeclass selfObjects, and firmware for robot fleets.

A WORLD THAT RUNS ON YOUR CODE

A yellow turtle robot with a red antenna, facing a stone block it has started to dig.
Robots

Turtles that dig, build and fight

Give a turtle a pickaxe and a script and it clears tunnels, plants farms and fills chests. Add a Tool Arm, a Battery Pack, a Solar Panel or a Chunk Loader. Its script waits for each action, and carries on after you save and quit.

A yellow quarry frame over a square pit dug into stone, with a chest and a power storage block beside it.
Factory

Pipes, power and machines

Item pipes, from wooden extraction to programmable sorting. Power tiers and transformers, where choosing the right cable matters. Macerators, furnaces, quarries and a crafter that takes recipes as lists. Classic tech-modpack depth, with code as the extra layer.

The Terminal screen: the storage network's items as slots, with a drive usage bar and the player's bag below.
Networks

Machines that talk

Data cable joins machines into a network. Scripts send messages and react to events with @on. A digital storage network holds thousands of items, and assemblers craft whatever a script asks for: net.craft("torch", 16).

A turtle's screen showing firmware: a class called Harvester built on Bot, with methods that dig and move.
Fleets

One class, many robots

At the top of the language, classes become firmware. Write a Harvester once, deploy it to every robot with that name, and change it for all of them in one go.

Pink crawlers and a rabbit on grass near a crashed drone, with items dropped on the ground.
World

A world worth exploring

Seeded terrain with plains, forest, marsh, desert, highlands and ocean. Caves and ore by depth, ruins with broken machines, crashed drones and old mineshafts. Rabbits by day, crawlers by night, cave crawlers in the dark.

FIVE AGES

Each age adds a power tier, a cable or pipe, a storage step and new syntax.

  1. AGE IStone & WoodHand tools, furnaces, signal cable, the first fixed script.
  2. AGE IIBronze & LVRubber, copper cable, generators, macerators, turtles.
  3. AGE IIISteel & MVSteel, transformers, the quarry, the programmable crafter.
  4. AGE IVDigital & HVData crystals, storage networks, autocrafting, fleets.
  5. AGE VAtomic & EVA reactor that needs a good control loop.In development
Watch

Trailers and screenshots

The game is in development. Screenshots on this site are real development captures. Visuals and features can change between builds.

Media & press kit

WHO IT'S FOR

NEW TO CODE

Made for players 12 and up. Start with a turtle and a small working program. Guided lessons and plain-word errors help you learn one idea at a time.

How the game teaches

MODPACK VETERANS

Ore processing, voltage tiers, pipe logistics, digital storage and autocrafting, in the spirit of the classic tech modpacks. Code is the extra layer, never a wall.

Read the guide

PARENTS & TEACHERS

Real Python concepts in order: functions, variables, conditions, loops, functions of your own, lists and dicts, events, classes. No accounts, and no internet needed to play.

For teachers

KEEP BUILDING.

Your field guide to the world, the factory and everything coming next.

Explore

Player wiki

Survival, robots, power and co-op. Find the next piece of your factory.

Open the wiki →
Make progress

Achievements

Nine production milestones. See the targets and build toward the next one.

View achievements →
Stay current

Release notes

What changed in each playtest, with clear platform and compatibility notes.

Read the latest →