Cave Factory
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Cave Factory is a 2D side-view factory builder where every grain of dirt, every drop of water, and every wisp of steam in the world is its own simulated pixel — the way they are in Noita. Dig downward through a 500x500 tile cave, trigger landslides, melt ice into water, condense steam into snow, pool liquids around the base of your furnaces, and watch dirt pixels pile up into brand-new dirt tiles when enough of them collect.
Underneath the sim is a real factory game. Mine ore. Sift dirt. Smelt iron. Quench molten iron into steel at exactly the right moment. Lay conveyor belts and inserters, build chests with input and output sides, and grow a vertical factory deep into the earth. A tech tree gates the late-game machines and recipes — you earn the dirt sifter, stone furnace, input chest, magnets, inserters, and more by playing your way to them.
New in this update
- Per-pixel Noita-style simulation for water, steam, snow, ice, lava, and loose dirt. Phase changes are real: ice melts, steam condenses, water rains from the cave ceiling.
- Stalactites you can drop on stone deposits to mine them.
- Molten iron as an intermediate state between ore and plates. You can make steel by quenching a hot iron plate.
- Cast iron, cast iron chests, crystal shards, mineral geodes, metal spikes, ice blocks.
- Stone ledge replaces the old antigravity block with cheaper cost and dirt displacement behavior.
- Input chests and output chests as distinct entity types, with one-button fast transfer between chest and inventory.
- Conveyors and inserters auto-pick-up dirt when placed and as they run, so you don't have to mine the strip first.
- Designed starter area with more starting resources, built in a new world section editor.
- Real save slots, with non-blocking saves on Windows, Mac OS, and the WebAssembly build.
- UI rewrite: proportional stb_truetype text everywhere, UI scaling for high-DPI displays, sub-pixel camera scrolling, fixed zoom levels.
Controls
| Movement | W A S D or Arrow Keys |
| Jump | Space or W |
| Place / Use | Left Click |
| Grab from world / Cancel selection | Right Click |
| Quick-grab matching item from inventory | Q (while hovering an entity in the world) |
| Deselect held item | Q |
| Open / Close inventory and crafting menu | E |
| Rotate building | R |
| Open / Close tech tree | T |
| Fast transfer one item between chest and inventory | Shift + Left Click on a slot |
| Fast transfer all of that type between chest and inventory | Ctrl + Left Click on a slot |
| Save game | F5 |
| Load game | F6 |
| Toggle windowed / fullscreen | F11 |
| Pause menu / cancel modal | Escape |
Getting started
- Press the 'T' key on the keyboard to open the tech tree.
- The first tech you want is Mineral Refining. To get that tech, you need to collect a coal patch, stone patch, and iron ore patch. They look like dirt but with stones/iron/coal in it. Hold right click when nearby to collect.
- Once you've researched Mineral Refining, it's time to research smelting. Collect five stone and craft a dirt sifter. Collect another five stone and craft a stone ledge. If you need extra stone, you can drop a stalactite onto a stone deposit. This will drop stone and coal.
- Place the stone ledge and put the dirt sifter on it. Put coal into the dirt sifter's fuel slot on top and place the iron ore patch into the middle slot with the arrow below it on top of the dirt sifter. You should see it drop into the dirt sifter as the dirt sifter starts mining.
- Once the iron ore comes out of the dirt sifter, you will have researched smelting.
- Use the hints in the tech tree to help you unlock all of the remaining techs.
| Updated | 6 days ago |
| Status | In development |
| Platforms | HTML5, Windows, macOS |
| Rating | Rated 4.2 out of 5 stars (4 total ratings) |
| Author | Ted Bendixson |
| Genre | Simulation, Platformer |
| Tags | 2D, Automation, Crafting, Creative, Gravity, Physics, Sandbox |
| AI Disclosure | AI Assisted, Code, Text |
Download
Click download now to get access to the following files:
Development log
- How I Climbed Out of The Game Development Pit of Despair7 days ago
- We have a trailer9 days ago
- Wishlist on Steam10 days ago
- Small art update15 days ago
- New player character sprite20 days ago
- Additional bug fixes on the May 26 build24 days ago
- Bug fixes just landed31 days ago
- Every pixel is simulated34 days ago




Comments
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That was fun! reminds me a lot of Sandustry but I like your take on it.
Glad you're enjoying it! I did take a lot of ideas from Sandustry. I really like Sandustry because it fully commits to the physics-based design space.
hi it's me your loyal user that loves your game how ever my 2+days made my find a bug report you can occasionally make ghost blocks idk how but it happens a lot btw I like the old robot he was cute :) edit:re logging does not fix
First, thanks for the bug report! Glad you're enjoying the game.
It looks like you're on the latest version.
If you don't mind, could you post a bigger screen capture so I can get a feel for the kind of factory you're building? There might be some edge case I hadn't considered.
You could also send me a copy of your save file, and I can diagnose some possible causes of the bug from there.
You can email me at: tedbendixson@me.com
If you're on Windows, go into <User>\AppData\Roaming\CaveFactory and you should see named save slot binary files. For example, the first save slot will be called save_slot_1.bin and so on.
It's a little more challenging if you're playing on Web or MacOS, but I should be able to walk you through it.
I redesigned the game's core systems to make that bug much less common for the version you're currently playing, but I clearly haven't hit all of the cases. I might be able to clean up your save file if you'd like.
it basically maxed out for my factory but here's the pic I could try and add a Video but btw part of it could be my loot since I have too much stone I need a lot of storage
my storage it also get a lot bigger and the first four are basically just stone I have to much it might need a debuff
but the save idk how to since I'm on a Chromebook but using the web type since it technically doesn't have a downloadable version btw there will be some limitation due to this being a school crome book but I will try and help as much as you want since I love this game:) <3
I love these screenshots! Thanks for posting them. I think I may have some more information to help solve the ghost dirt block bug. Really appreciate this :-).
if you need ANYthing else I can help
We have a Discord for the game company (Send It! Apps). https://discord.gg/yjR3ZXhw
I'd love it if you could help playtest new builds of the game before we make them public. You'll be granted a free copy of the full game once it launches on Steam, among other opportunities.
I am stuck at the dirt refinery becouse I can't get stone
can someone help?
You can drop stalactites onto stone deposits. This will yield a stone or a coal. Repeat the process and you will get coal. You can also put stone patches into the dirt sifter to get more stone.
Thanks for the help but I found a glitch with if you break a iron chest with a stone refinery in it (or something) with not enough slots you will duplicate it and it crashed my game I cant get back in the save file
Oh man. I'm sorry you lost your save. I can try to recover it for you if you'd like.
You can email me at: tedbendixson@me.com
I greatly appreciate the bug report and will get a fix out as soon as I can.
I've got Claude fixing your bug right now. It's saying we should be able to recover your save. I will let you know when I post the new version. At that point in time, you should be able to pick up where you left off. Apologies for the inconvenience, and thanks for playing.
I just fixed your bug. If you can back up your save before playing, you'll get a better chance of recovering it. The first time you run the game and load the save, it should just delete the duplicates and let you keep playing.
how do I save and get out of the void
That build doesn't support it yet, but I'm preparing a big update with support for save files, more content, a big systems change. It's coming out in roughly a month so keep watching this space
ok
Here's a short preview of what I've been working on.
Just wanted to let you know the game now supports saves, with up to three save slots. Saves work on all three platforms.
Not exactly sure how but, I somehow ended up outside the map down at the very bottom (The Bedrock foundation that goes a really long way all the way across).
haha, love it! I'm planning to do another iteration on the game soon after I finish the current game prototype (Rogue Deck Builder).
Try out the latest game build. The world is much larger now. No more falling down into the void (unless you dig really, really far). You're free to do that if you want.
Sweet! I'll check it out as soon as I get home 🤘😁
Finally got around to play this! The art, music, and sound effects are all great. Have the makings of a solid factory game.
The mechanics weren’t hard to learn despite my overall lack of experience with factory games.
Small quality of life thing would be an undo for “grab from world”, or perhaps just making grabbing an explicit tool. I found myself right clicking on accident and messing up my setup.
Visually, it wasn’t super obvious at first where things get loaded in (ports?) to each crafting node. The stony-artwork made that also a little confusing since I thought the ore would like “osmosis” into it or something as silly as that sounds.
Overall, enjoyed it though! I played for about 20 minutes the first time around. Looking forward to the next update!
Does this still have the mechanic from the block prototype version in your YouTube video where you go through the little portal deals where you're navigating the two areas at the same time to get across?
Nope. That's from a really old prototype. I wasn't sure where to take that gameplay so I started working on a different game concept.
That's a shame, that was a really interesting and fun looking mechanic. If you ever decided to explore the concept again and need a play tester let me know 🤘😉
Will do. You never know when it could come back. I just wasn't able to use it for that game, but I might design a different game where I could fit it in somehow.
I like the sound of that, could have like a Quantum Entanglement theme 🤘😉
Looks good! Nowadays I am mostly running Linux OS. Any chance for a Linux port? Thanks
Glad you like it! Next up is a Web Assembly / WebGPU port. I've realized I need to make all of my games available on the web. A friend of mine said he was running the game via Proton. That might be worth looking into. He didn't run into any performance issues doing that.
That's neat! I first heard about WASM (WebAssembly) and emscripten a couple years ago, and it sounds like a revolutionary technology, even though there is very little hype around it, or even popular awareness of it. I'm actually doing the same thing, targeting ports of my (future, prospective) games into WebAssembly amongst other target platforms. But there are currently some technical limitations surrounding WASM, and it isn't always a direct or easy port.
After just one week, I've made some pretty good progress. I would estimate I'll have the game playable via Web GL within a few weeks.
Sounds good!
Yeah, I recently installed Wine (the Windows emulator for Linux) so I might look into Proton as well. I believe Proton creates a compatibility layer to run HTML5 Apps natively on the offline desktop if I understand correctly - no that's Electron I am thinking of. Right, Proton is developed by Valve/Steam for cross-OS compatibility of Windows Apps to Linux OS. I heard that Proton has been improved more and more over a period of time, with better compatibility results than previously. Thanks for the tip, I think I will check out Proton in addition to Wine. Actually, Proton is a fork of Wine or utilizes Wine if I understand.
As I understand it, Proton is how my first game, Mooselutions, can be played on the Steam Deck without any extra work on my part. If you ship a game on Steam for Windows, it's just automatically available on the Steam Deck via Proton. You have to make some adjustments to your Windows build so it plays well and looks good, but otherwise it's totally viable. Mooselutions got Steam Deck approved without any need to do a straight Linux port. Gaben delivers.