Sixty Four

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

Sixty Four is a simulation, strategy 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 1,406 reviews of which 1,052 were positive and 354 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.

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

Reviews

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

Nov. 2024
This is NOT an IDLE game It is actually kind of a grinder, because you constantly have to click something. If you click more, you progress faster - to a degree. But if you leave your PC for an hour, upon return you will find your whole machinery chilling its base and doing nothing at all, cause it got no more fuel. Full automation does exist, but only in the very last stage of the game. I really, really enjoyed this game, though. Bought it at sale, but even the full price of currently 5,99€ is absolutely fine by me. Funny thing: I reached the end at about 64h play time :-) I definitely like its simplicity and the way the game nudges you towards building more efficient and faster builds, so you can progress faster and click less. That took some brain power. That generated some frustration. But it also generated lots of joy, when your build finally worked as intended...ish ^^" If you do not optimize, you are gonna hold that mouse button down for hours, days, weeks, before you finish the game. You may very well die of old age first :-) [*]Graphics aren't special, but neat and with attention to detail; The base theme is very bright, but a darkened mode exists. Still a little bit bright → 9/10 [*]The sound is repetitive but not annoying. I actually found it kinda soothing. No music and no need for it. Loved it. → 10/10 EDIT: It now has music. And while it didn't need music, it is better with music. So subtle. Absolut awesome! Great job. Still a 10/10 [*]The game can be modded. I didn't use it, but positively acknowledged the possibility. → 10/10 [*]It has some replay value, if you got hooked at min maxing things and like fidgeting with your builds. But its a sub 10€ game... so what?! 9/10 [*]The "Chat", that adds some story and also acts as a kind of tutorial, is a very unique approach. Weird, kinda funny and actually kinda useful. Neat! 10/10 [*]The Dev does not only listen to the community, but actively discusses with it. He also reacts fast, if there are hard problems affecting the gameplay or even preventing you from playing this game. Like when players reported all those flashing colours for triggering certain (health) issues, he almost immediately (the day after, iirc) added a way to minimize these effects. → thats like a 15/10 Really. Dude's amazing. All in all: 10/10 Full recommendation.
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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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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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March 2024
I’ve finally finished this game, so I wanted to get my thoughts down into the steam reviews section. First of all, I think the marketing for this game doesn’t quite get at what this game actually is. It’s not a factory builder, it’s not an idle game: it’s a Forager-like, a genre so small I can think of exactly three entries (one of which is this game, and one of which is Forager). It’s not a game about automating everything, and maximizing all possible output. Instead, it’s a game about maximizing the output of every single interaction; of making every single click go for miles, instead of just inches. For the most part, I think it succeeds in that. While in the early game you micromanage every single part of this tiny little machine you gradually build, by the late game you just click and hold to move your mouse to a couple of important places. It’s grindy, sure, but most of that grind is (reasonably) fun: you can take pride in the idiosyncratic solution you’ve made to the game’s puzzles as you mouse over every bit of it, and you can start planning your next steps. However, I did say most of that grind. While I suspect a few of these points have been fixed by various post-release patches (I started my save on nearly 1.0), a few of them are still sticking points to me, personally. The following spoilers will span the whole game, so be warned. [*] Hollow stones, early on, are annoying. Even with the patch to double their spawn rates, they are finicky as hell: you can only even figure out you can collect them by clicking them far too many times, and having to manually collect hundreds of them by manually teleporting to the hollow rock research site is just annoying. Plus, time warp is a mechanic which seems to do nothing but exist to be vaguely irritating, and not in a way that makes the game especially interesting. [*] Hell gems are a very unique mechanic which I like on the whole , but which are still tedious when you first unlock them. Even with maxed autoclicker, a hell gem block takes a while to break, and you have to manually collect a fair few of them. [*] Another point on hell gems: hell vaults are annoying. If you want to purchase something which is just below your hell gem limit, it is tedious as hell to have to repeatedly click it to select it, and then repeatedly click to place it. On to other points than just pure game design & balance. I think this game’s sound design is extremely good. Early on, it’s great that you can hear every sound; by the late game, even though there’s a deluge of different noises, they still all broadly work together without being dissonant. I think there’s space to improve, but I think it’s already got an extremely good foundation. The narrative is alright. I like that it’s there, providing an extra minor incentive to reach the next milestone, and it sets the tone of the game quite well. It could be better/more interesting, but I don’t think it makes the game worse that it’s present. It is exactly what it needs to be. Before the most recent patch, I probably would have complained about the UI. However, with the new patch making Q jump the menu to whatever you’ve selected, the UI is actually very snappy. This is a great sign for the game as a whole: a whole lot of solid QoL tweaks in the last couple of weeks have really streamlined some very rough patches throughout the game. On the whole, Sixty-Four is not a game for everybody. If you’re expecting a traditional automation game, you’ll be disappointed by the lack of automation; if you’re expecting a traditional idle game, you’ll be disappointed by the lack of idling. That said, the game rides the line between the two quite well (and I say that as a diehard fan of both genres). Even if my feelings are somewhat mixed, I’m giving this a positive recommendation because it really does do something interesting , and doesn’t quite play like anything I’ve played in some time.
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March 2024
How can I simultaneously hate and love a game at the same time? This thing hits my ADHD right where it lives. Am bored, but highly engaged. Want to stop playing it but can't stop playing it. Frustrated by the lack of instruction, but also excited by the discovery. I don't know what's going on! Please help.
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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 30 December 2024 00:47
SteamSpy data 22 January 2025 02:20
Steam price 22 January 2025 20:50
Steam reviews 21 January 2025 07:55
Sixty Four
7.2
1,052
354
Online players
25
Developer
Oleg Danilov
Publisher
Playsaurus
Release 04 Mar 2024
Platforms