Sixty Four on Steam - User reviews, Price & Information

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Dive into the world of Sixty Four, where you transform simple machines into a thriving factory.

Sixty Four is a strategy, simulation and clicker game developed by Oleg Danilov and published by Playsaurus.
Released on March 04th 2024 is available on Windows and MacOS in 17 languages: English, French, Italian, German, Spanish - Spain, Czech, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Thai, Dutch, Hungarian and Portuguese - Portugal.

It has received 1,493 reviews of which 1,118 were positive and 375 were negative resulting in a rating of 7.2 out of 10. 😊

The game is currently priced at 5.89€ on Steam.


The Steam community has classified Sixty Four into these genres:

Media & Screenshots

Get an in-depth look at Sixty Four through various videos and screenshots.

System 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 or later (64-bit)
  • Processor: Intel Pentium 4 processor or later
  • Memory: 512 MB RAM
  • Storage: 400 MB available space
MacOS
  • OS: OS X Mavericks (version 10.9) or later
  • Processor: Apple Silicon or Intel
  • Memory: 512 MB RAM
  • Storage: 500 MB available space

User reviews & Ratings

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

Feb. 2025
On sale for 3 dollars US?? Easily worth it. Biggest Downside? As the game progresses, resource generation becomes more punishing. Wish I had known that I would need read the wiki to get to a stable infinite gameplay spot. And that if I couldn't I'd need to restart my progression from the midgame. Probably won't finish the game because of that. I loved exploring the efficiencies, it just too punishing for testing out builds in the endgame to continue to be fun. 7/10
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Dec. 2024
In English “Sixty Four” offers an intriguing management simulation experience with minimalist visuals and a premise centered on resource optimization and automation. Players are tasked with breaking blocks to gather materials, unlocking machines, and improving production efficiency. While the game starts with a sense of mystery and curiosity, it transitions into a grind-heavy experience as the progression pace slows significantly. The text-based narrative provides sparse philosophical musings but lacks depth, making it feel secondary to the gameplay. The controls are simple, but the lack of customization and optimization tools hampers the experience, particularly for those seeking strategic experimentation. Though it delivers moments of satisfaction when unlocking new features, the tedious resource management and unclear progression path may deter some players. Verdict: A unique concept with great potential, but marred by grindy mechanics and insufficient guidance. Recommended for fans of idle-clicker and resource management games who enjoy uncovering mysteries at a deliberate pace. Pros: • Engaging premise and minimalist aesthetic. • Some depth in automation and resource systems. • Thought-provoking mystery. Cons: • Tedious progression and unclear objectives. • Limited support for experimentation or optimization. • Passive gameplay becomes monotonous over time. Score: 6/10 -- En Español “Sixty Four” es un juego de simulación de gestión que presenta una estética minimalista y un enfoque en la optimización de recursos y la automatización. Los jugadores deben romper bloques para recolectar materiales, desbloquear máquinas y mejorar la eficiencia de producción. Aunque comienza con misterio y curiosidad, el ritmo de progresión se vuelve lento, transformando la experiencia en algo repetitivo. La narrativa basada en texto aporta reflexiones filosóficas, pero su profundidad es limitada, haciéndola secundaria al gameplay. Aunque los controles son simples, la falta de personalización y herramientas de optimización afecta la experiencia, especialmente para quienes buscan estrategia. A pesar de momentos satisfactorios al desbloquear nuevas características, la gestión tediosa y la falta de claridad en los objetivos pueden frustrar a algunos jugadores. Veredicto: Una propuesta interesante con gran potencial, pero perjudicada por mecánicas repetitivas y poca orientación. Recomendado para quienes disfrutan de juegos de gestión y descubrimientos pausados. Pros: • Premisa interesante y estética minimalista. • Profundidad en los sistemas de automatización. • Misterio cautivador. Contras: • Progresión tediosa y objetivos poco claros. • Falta de soporte para la optimización. • Gameplay pasivo y repetitivo. Puntuación: 6/10
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Sept. 2024
TLDR: A game with some serious flaws (though all fixable), but one worth checking out for the things that it does well. At it's core Sixty Four is a incremental/unfolding game with factory trappings. It is worth playing because of some unique mechanics and good looking aesthetic, though it is certainly not without its problems. Early game has a strong resemblance to a clicker. You gain things to help semi-automate your mining, and eventually rely on your clicking less and less. However, full automation doesn't come until near the end-game and increasing costs of repeat buildings mean you can't just spam production buildings to increase output. In this way it ends up feeling a bit like solving a puzzle, trying to optimize the layout of the limited number of buildings you can afford. One very clever thing the game does is distinguish the resources. One of the one resources is unstable and decays into other ones. Initially this is a big problem and you are building containment vessels to help build up enough of them for your new buildings. Eventually you are creating reactors breaking apart these unstable resources into massive amounts of the other resources. Each one has their own little niche (though they don't feel as distinct when it comes to costs of buildings, with most costing a spattering of many of the resources). This is something that many factory games should try to emulate. The game is also paced fairly well, regarding unlocking new things right as the old starts to grow stale, though some sections tend to linger just a bit too long with too much grinding. Now onto the biggest problems. Despite trying to feel like a factory game, the interface doesn't work like one. The same button for deleting buildings is used for copying, and if you want to delete multiple buildings, you need to click individually for each one. Little things, but they add to the frustration. The bigger problem is that some of the buildings are tall and you can not see behind them. Factorio has multiple dev-diaries with rejected building designs for this reason. There is a key to "see behind" buildings, but it really kind of sucks and doesn't help much. It makes it hard when trying to create optimized layouts with tall producers mixed with the very short production boosters (the only time I used those very short machines was with the very tall machines). The UI also has you click on the "base" of a building rather than the building itself. This never really feels natural in situation, and especially with bunches of the taller machines, it can be hard to click on what you want. So this is especially problematic with the tall buildings. The game attempts to alleviate the problem. The buildings that help you semi-automate things grow taller when they need attention in a visual satisfying way. But this still does nothing when attempting to layout the machines in the first place. The next thing is that the game provides far to little feedback about how your resources are being produced/consumed. It's hard to know if you actually have a surplus of a given resource or if its just a temporary bump. I know the one resource decays into others, but have no idea how much of each you get. That information is nowhere in the game, and there is too much going on to really tell. In the end I was producing the final resource, which up until that point I had to manually collect through a different system. I had no idea what was producing it or where it was coming from. It also makes it hard to judge the efficiency of different layouts which seems to be the point in the game. In the end. You sort of just have to go with your gut that "yeah, it looks like this is breaking blocks faster." This lack of feedback actually got me stuck for 2 hours thinking I had some sort of bug. Several machines had affects triggered by a reaction between two resources (something easy to forget a few hours after unlocking the buildings). You can also increase the limit of how much you have of each resource before a reaction occurs (for building purposes). Then you build something and push yourself below that limit (though you still have a lot), and the reactions stop, and so your buildings stop. And this can cause your setup to stop producing more of the resources, just freezing everything up. Not a huge problem but there are several points in the game where you can accidentatally put yourself into a place where you have to painfually and slowly build up your resources again because you broke your setup. My final complaint, and a big one, is the story. There is all this mystery about where you are, what the machines are, what the deal with your friend and the hollow stone is... I'm not marking this as a spoiler, because there is nothing to spoil. There is absolutely no payoff to the game's story. The game hints that the machines are some type of subconcious expression of the player. But it also goes out of the way to mention that the player character doesn't understand the highly technical labels and warnings on the machine. You would hope to get some answer to that. You complete the final machine, go through a someone annoying segment, and then watch a bunch of particle effects. The interface glitches with physics terms and there are allusions to the big bang. It is potentially clever in the same way the "ending" of Lost was clever. You could remove the ending and slot in a different vague one and it would make just as much sense with the rest of the game. The lack of payoff was really frustrating. And that was my final impression of the game.
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Aug. 2024
This game is... fine. If my feeling of it was a letter grade, it would be getting Cs, which is enough to get a diploma. The build economy in this game feels like its intended to be some king of idle experience, but I would say only maybe the last 4 of my 31 hour play time would be where I could consider myself "idle." It feels very well made, its very chill, what little information that was given to me was pieced together into more complex ideas easily enough without beating the answer over my head, and I enjoyed my time tinkering with my setup until what little feedback I got back from the game let me know I optimised as best I could. This amounted to about half my play time, and would be enough for me to recommend it. My problem with this game is that the other 15 hours spread throughout was spent maintaining my layout on one screen, while watching shows on the other. Once this game gets going it requires near constant attention up until the endgame in order to progress, and if you idle for too long, depending on what stage you are on, your progress could slip backwards. There's some automation within the first few minutes that saves you a few dozen clicks, that expands to saving overall a few hundred by the first few hours; but full proper automation didn't happen for me until at least hour 20, and even then, mechanics are introduced around then that require your direct interaction but are hampered by the game's strict economy. However, at time of writing, the price was $8 CAD. The game having enough to do to demand at least a majority of my attention for an extended period doesn't make it much of a valid complaint if I still somewhat enjoyed myself throughout.
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June 2024
My eyes hurt at night I bought this game because i like how it looks. But playing it at night hurts my eyes so I a made a mod for it. The mod It allows you to change the background color to whatever you want. You can get it here: https://gist.github.com/RafalBerezin/f374af9c51d8d898f69c98b26078e0e6#file-dynamic_background-js Important note To get the changed background under the machines you also need the sprite overrides: https://github.com/RafalBerezin/Sixty_Four_Mods/blob/master/dynamic_background_sprite_overrides.zip Extract the contents of the zip into the mods folder. I'm not a graphic designer, so the images look a little worse, but at least you are able to look at them :)
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Data sources

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.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 13 April 2025 13:11
SteamSpy data 12 April 2025 06:15
Steam price 14 April 2025 20:48
Steam reviews 14 April 2025 21:59

If you'd like to dive deeper into the details about Sixty Four, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Sixty Four
  • SteamCharts - Analysis of Sixty Four concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Sixty Four compatibility
Sixty Four
7.2
1,118
375
Online players
32
Developer
Oleg Danilov
Publisher
Playsaurus
Release 04 Mar 2024
Platforms