MoteMancer, the fantasy automation game from a solo developer at CyanAvatar Studios, is now out in early access on Steam. and might just be hard to put down.
Adam Kugler, a former Blizzard developer, built MoteMancer for fans of games like Factorio, but with a more alchemical and magical approach to solving optimization challenges.
The game invites players to build elegant and elaborate magical systems across six overlapping Elemental planes.
Inspired by genre classics like Factorio and Dyson Sphere Program, MoteMancer blends methodical automation with a mystical twist—where ingredients are infused, structures are crafted, and discovery is as important as efficiency.
Other features include solving logistics puzzles on a hex grid where beauty, elegance, and efficiency naturally occur. You can discover spells, aspects, and magical structures through alchemical experimentation. And you can defend your network against Entropy, a creeping adversary that disrupts your designs.
The game also includes an Elementally-infused soundtrack by the acclaimed Aleksandria Migova (V Rising). Kugler is aiming for a full launch sometime in 2025.

MoteMancer is a beautiful game, envisioned and produced by Kugler, who left the dream job at a triple-A game company to pursue his passion. The players job is to automate a sustainable natural ecosystem across six elemental planes using magical structures on an alien planet. It’s about restoring life. Kugler spoke about his shift from triple-A to solo dev in a roundtable at our GamesBeat Summit 2025 event.
The title itself channels Carl Sagan, the creator of Cosmos. Sagan had a famous quote about the earth being a “pale blue dot,” and that the planet was like a mote of dust suspended in a sunbeam.
The players has to use alchemical ingredients and spells to create elegant systems on a 2D hex grid. The six planes are kind of like six different planets, but they’re all co-located as alternate dimensions in the same space. You can swap between the planes in real time.
Players solve logistics puzzles on a hex grid where beauty, elegance, and efficiency naturally occur. Players have to discover spells, aspects, and magical structures through alchemical experimentation. And they have to defend their natural network against Entropy, a creeping adversary that disrupts your designs. The goal is to restore the game’s main portal.
Kugler isn’t alone in turning his back on triple-A and going the solo route. Some popular indie hit games made mostly by one person include Billy Basso’s Animal Well (a big hit in 2024 that was made over seven years); Balatro, which was made by the anonymous developer LocalThunk; George Fan’s Octogeddon (made by two people); Potions, made over a decade by Renee Gittins and a small team.
Motoviti had a couple of devs and a small team who worked on Elroy and the Aliens for 11 years. And Stardew Valley, which sold more than 41 million copies, was made by Eric Barone. Jonathan Blow is also well known for making games as a solo dev on titles like Braid and The Witness.