Desynced: Autonomous Colony Simulator

Desynced is a sci-fi strategy game with fully customizable units and behaviors. Gather, build, research, and explore the unknown. Alone or with friends, unveil the mystery of an AI on the edge of self-awareness and uncover the hidden truth in this blend of strategy, automation, and exploration.

Desynced: Autonomous Colony Simulator is a strategy, automation and programming game developed by Stage Games Inc. and published by Forklift Interactive.
Released on August 15th 2023 is available only on Windows in 12 languages: English, French, German, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese, Polish, Czech, Japanese, Korean and Traditional Chinese.

It has received 1,325 reviews of which 1,103 were positive and 222 were negative resulting in a rating of 7.9 out of 10. 😊

The game is currently priced at 28.99€ on Steam.


The Steam community has classified Desynced: Autonomous Colony Simulator into these genres:

Media & Screenshots

Get an in-depth look at Desynced: Autonomous Colony Simulator through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit or newer
  • Processor: 5th Generation Intel i5 CPU or equivalent
  • Memory: 2 GB RAM
  • Graphics: GTX 1060 / AMD R9 or higher
  • DirectX: Version 11
  • Storage: 2 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Oct. 2024
I have a lot to say, and this game is such a unique twist to the normal formula. It is a weird mix between Autonauts and an RTS. I will divide this into 3 levels of impressiveness: Level 1: At first this game is immediately novel in that ALL buildings and units cannot really do Anything. But Components can, so every building/unit must be fitted with a component to do things. Also each Unit/Building can be set as a Member of the "Logistics Network" which just means that units with nothing else to do, will just Auto move items from any place that makes things, to any place that needs things. No input required, just like you would expect any RTS resource gatherers to behave. - You can put a Fabricator on a unit, but i cant figure out why you would want to not just have a fabricator building instead.. - You could put a Radar on a unit instead of a building? Oh maybe that is really smart if you want radar coverage that can Move around! - You could put a laser crystal on a unit instead of a building, so rather than a defensive turret, you actually get an attack unit! Brilliant! I love to sort of design, or at least decide, my Own way of placing certain components in the base. Level 2: Every Component sort of has a little Icon of what they are "working" on, it can both be the ingredient they need, or the product it makes, the target it is looking at or various other things. You soon enough unlock the B E H A V I O R - C O N T R O L L E R and this expands the game a TON! Suddenly you can do small Flowchart programs that Also read from and write to a custom number of Work Icons. These icons can then be Wired Together, so any building/unit with both a Radar and a Controller can sort of use a Program to instruct the radar target. And since you are past the Early game at this point, you soon realize how many varied components/buildings/drones you really have and how much it could at least be Possible to code various intelligent machines to do work on their own. Level 3: So it seems a Signal Reader can read the Work Icons not just from other components but from entirely Different Building/Units! So now they do not have to strictly each run their own code, they can Talk to each other! Maybe a sort of Scout unit could be coded to scan for enemies, save this to a variable and then command a Strike Team to go there to Deal with things?? That could be Insane! I have not actually done this but with all the things you can do, i would not be surprised to see other players have this done. As a final sendoff, here are a handful of tips i Wish i knew earlier than i did! -Try to avoid manually building drones or buildings, instead, make a sort of building ONCE, and then copy the building to the neighboring spot. This will be PRE BUILD with the components installed, their Work orders already set, and the Storage filters correctly filtered and the STORE ITEMS reference correctly set up, as well as Even more stuff! -Lets say you already Manually made a drone that has like a battery and a mining laser, neat unit! You want to Reuse it later right? Just press COPY on it, and go to the Blueprint Library and PASTE + give it a name, now any building which can make this unit, can make it preinstalled with the right components! -Let us say your miners are hard at work mining metal, but you also want a few more mining crystals since there is only one? You COULD build 3-ish more of your blueprint, OR you can just copy your crystal miner and let your factory build the "Last Save Clipboard" item, and this will make a Variant of your miner, which is Already preinstalled with the "Mine Crystals" job! So when you say "Make 3 of those" you can already forget about them because they will immediately get going and work once they are built. -For heavens sake, Automate the Components! This way if some new drone needs a Mining Laser, your factory can build the base drone, then Request the Laser because some other builing just auto makes them, and thereby you are already Set and can automatically reproduce all the pieces for Any Copy Paste order you want to have! You might rarely ever need to manually build again!
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Oct. 2024
This isn't a Factory game, its an Idle game in disguise and an exercise in Programming to automate the majority of tasks. Very powerful Visual programming interface and satisfying results.
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April 2024
I love industry games and have played them all, Factorio, Satisfactory, Shapez, The Planet Crafter, Dyson Sphere Program, Techtonica, Empyrion, Dwarf Fortress, Captain of Industy, Avoirion, Autonauts, but I cant seem to get into this one. However, the game is totally honest with you the level of AI is off the chain. You can (and are expected to) multi-manage everything and anything. So I would recommend it for the hard-core industry people, but not for a casual or someone who wants just a chill experience.
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March 2024
I randomly stumbled upon this game I think under, I think it was the 'base building/automation' tag. What can I say,, Factorio without the belt spaghetti? Nah, that would give this game to little credit. It's a splendid, well crafted mix between factory building and RTS. Who needs belts when you got bots? It is still EA, and content isn't complete yet, but what is in the game so far is enough for quite some hours, and grants the itch of 'can't wait for the next content update' in a positive way. The modular building of units and buildings is nice. Reminds me somewhat of the good old Warzone2100. The game gives me some nostalgic SupCom vibes as well. Skilled coding, too. Runs smooth. No loading times either. Start up game, press 'continue', no loading screen and back into your savegame in half a millisecond. Respect. Worth the buy.
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Jan. 2024
This is the best "bad" game I've played. By that I mean that usually steam reviews are more or less correct. But in this case they're nowhere near. That is - because I'm a programmer. I can see that for most people the issue is in that - they don't understand programming and 80% of the game is just missing them. Most of micromanagement which seems to be one of the main complains here, is easily fixable, and the great thing about that is that in theory you can fine-tune the level of management to your taste, except that going "higher" would take you more time to program (or find the program). Add a bit of modding, for more commands mainly, and you're good to go. Also, unlike wast majority of programming games, this one does not limit your creativity nor does it suggests some absurd tasks which have no meaning at all. Quite the opposite, you may write as complex code as you want and tasks have very practical meaning. And in general it's not necessary to program in this game, you could always use templates someone else have done, and there's still a lot of content besides the programming. What's really great about this game is it's balance of 3X: explore, expand, exploit. If you're tired of programming you can always go explore and find something new. Well, that is for at least 10 hours of exploration or so. If you're tired of exploring too, you can do quests, or fight with bugs. Either ones in your code or the real virtual bugs. For EA that's under half a year after release, this game is way better and have more content than most released games or games that's been in EA for many years. And I hope it would become more popular, so devs would have more finances to continue the development, add more content and fix most issues. Btw, what I've noticed about this game is absolutely astonishing level of programming in the game engine. I don't have access to sources (well, except lua scripts, which, btw, looks great - clean, simple, easy to understand and short), but the subtle details allow me to deduce that whoever coded this game is nothing less than a guru of programming. There's very few bugs, no CTDs, very good performance, great modding capabilities, the ability to load mods on the fly (the only thing you need to do is subscribe, save and load to apply new mods, no need to restart), incredibly fast saving and loading time (for a procedurally generated game that's a major feat), replay feature that will not falter if you mod your game in the middle of gameplay, and stores tens of hours of gameplay data in under a megabyte (along with the current state), which is next to impossible from my knowledge. Currently, what I'd call the main issues, is lack of tutorials on programming behaviors, lack of documentation, lack and/or not clear enough naming of code commands, and lack of debugging options. But that seems to be relatively easily solvable issues, so I'd expect it to be fixed in following years (hopefully, the first one to come). There's mods that somewhat fixes that - adds some of debugging, adds more commands. But most of that should be in the main game. Also, it would be great to have more online capabilities, like online behaviors/templates database, for players that can't or don't want to program.
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The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

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Last Updates

Steam data 10 January 2025 00:42
SteamSpy data 18 January 2025 04:11
Steam price 22 January 2025 20:37
Steam reviews 22 January 2025 06:00
Desynced: Autonomous Colony Simulator
7.9
1,103
222
Online players
80
Developer
Stage Games Inc.
Publisher
Forklift Interactive
Release 15 Aug 2023
Platforms