[HN Gopher] Mindustry: Open-source automation tower defense game
       ___________________________________________________________________
        
       Mindustry: Open-source automation tower defense game
        
       Author : 0x000042
       Score  : 461 points
       Date   : 2023-12-22 09:32 UTC (13 hours ago)
        
 (HTM) web link (mindustrygame.github.io)
 (TXT) w3m dump (mindustrygame.github.io)
        
       | fwsgonzo wrote:
       | Does it make sense to publish Deb packages for this game?
       | 
       | Also this commit:
       | https://github.com/Anuken/Mindustry/commit/5548e727501793479...
        
         | gbuk2013 wrote:
         | While I agree that commit message could benefit from
         | punctuation for readability, the change diff itself seems quite
         | reasonable.
        
           | vultour wrote:
           | It's 6 words long, there's no point in punctuation.
        
             | ta8645 wrote:
             | why punctuate your nine word post
        
             | thejohnconway wrote:
             | It's 6 words long no punctuation
             | 
             | It's 6 words long? No, Punctuation!
        
         | qwertox wrote:
         | Mirrors exactly my feelings on Android development.
        
       | WA wrote:
       | Mindustry is fantastic. Played the Erekir campaign twice. I
       | didn't like the Serpulo campaign. It's almost like two different
       | games.
       | 
       | Erekir is automation plus RTS. Serpulo is automation plus tower
       | defense.
        
         | Aeolun wrote:
         | I think it's nice that you can do both. There's also ways you
         | can turn Serpulo into RTS if you gather enough guys :)
        
         | criley2 wrote:
         | I'm the opposite. Longtime Serpulo fan who really enjoyed the
         | game and just can't stand the Erekir RTS style game at all. I
         | don't want to build or direct troops in a Factorio game. That's
         | literally the opposite of what I want.
         | 
         | Bummed at the direction of the game and how they abandoned
         | Serpulo as they pivoted. Serpulo never got finished/balanced
         | and likely never will now.
        
           | scotty79 wrote:
           | > I don't want to build or direct troops in a Factorio game.
           | 
           | You won't like upcoming Industrial Annihilation then
           | probably.
        
             | criley2 wrote:
             | I enjoyed Planetary Annhilation and this game claims you
             | can let the AI do all of the RTS and just base build, so I
             | would enjoy it.
             | 
             | "Build impressively productive bases as your primary focus
             | and delegate advanced artificial intelligences to do the
             | fighting for you. Or, roll up your sleeves, and get hands-
             | on by leading the real-time strategy action yourself."
             | 
             | If in Mindustry the AI completely controlled the units, I
             | would be fine with that.
             | 
             | I am just long past my 200 action per minute starcraft RTS
             | clicking days. Hyper-controlling individual units is not a
             | fun meta.
        
               | genewitch wrote:
               | These days i use wemod or cheatengine to bypass the
               | challenge in games. I buy games to support the arts, and
               | play games to see the story or experience the art. But
               | the second a game has a time sink element, i break out
               | the cheats to bypass it. I don't mind challenging
               | content, but i give each game maybe 5-10 "reload from
               | checkpoint" before i bypass the content with a cheat.
               | 
               | back when i used to "compete" in starcraft, i don't know
               | what my action rate was or anything. I didn't micro that
               | much, either. I never played terran, only protoss and
               | occasionally zerg if my opponent was a well known zerg-
               | er. at one point i was top 10 in the world, and i forget
               | if that excluded or included cheaters. That was something
               | we used to joke about, me and my competitive gaming
               | friends, especially the RTS leaderboards - "ranked 23rd,
               | but everyone above me is an obvious cheater!" After
               | starcraft and Total Annhilation, went on to getting
               | ranked top 10 in a few FPS (never counterstrike, barely
               | played, oddly), and leaderboards on indie games. Having a
               | newborn took the steam out, no pun intended.
        
           | mft_ wrote:
           | Me too - I've almost finished my second play through Serpulo,
           | but Erekir didn't click with me at all.
           | 
           | --
           | 
           | My one observation/criticism is that as you progress through
           | the game, it shifts through different stages, making the game
           | very different to play:
           | 
           | Early - essentially start from nothing (or very little) on
           | each map, balance mining and infrastructure development while
           | simultaneously protecting yourself
           | 
           | Mid - usually not feasible to start from nothing, but taking
           | resources with you to a new map often makes winning very easy
           | 
           | Late - you absolutely have to rely on massive external
           | resources to stand a chance, meaning you have to spend a lot
           | of time developing the infrastructure to ship resources to
           | wherever you're playing next. (Also, the code that 'ships'
           | resources between sectors seems unreliable and maybe buggy.)
           | 
           | I really enjoy the challenge of balancing within 'early'; mid
           | is a lot duller, as is the infrastructure development.
        
       | hutzlibu wrote:
       | I find the new trend interesting, to sell the game on Steam, but
       | have a link to Github with the actual source. So free for
       | developers and people who care to find out. Thats fair, I think,
       | but I would prefer if the direct donation model would be more
       | established among the masses.
       | 
       | But this link points to the general site, with lots of options
       | and also directly the free version. Kudos. Will try it out later.
        
         | Aeolun wrote:
         | It's because it's sold on Steam mostly for the features that
         | directly integrate with Steam (like joining friend's games). If
         | you don't care about that, the game is free :)
        
         | WhereIsTheTruth wrote:
         | That's not because you didn't know about it that it is a "new
         | trend"
         | 
         | https://github.com/Poussinou/FLOSS-Games-on-Steam
         | 
         | https://store.steampowered.com/curator/38475471-Libre-Open-S...
         | 
         | It's nothing new, and also exist in the tooling side of things
         | 
         | https://store.steampowered.com/app/431730/Aseprite/ -
         | https://github.com/aseprite/aseprite
        
           | caslon wrote:
           | Aseprite isn't open source.
        
         | imhoguy wrote:
         | That is actually fair idea. I am going to try it with an
         | Android app - paid in G Play Store, free in FDroid.
        
           | moehm wrote:
           | DAVx5 operates under the same principle and they seem to have
           | success with it.
           | 
           | https://www.davx5.com/
        
             | genewitch wrote:
             | wow, thanks for that, i didn't know you could build it
             | yourself. I have a nextcloud and was irked that i had to
             | shell out cash for something i had considered non-
             | essential, syncing calendars.
             | 
             | Now i am going to try it out for free and buy it if it
             | works without issue, awesome.
        
               | mksybr wrote:
               | It's available on F-Droid.
               | https://f-droid.org/en/packages/at.bitfire.davdroid/
        
         | axus wrote:
         | It might have been free on Play Store a few years ago when I
         | tried it, maybe just very cheap. I was looking for a fun game
         | on my Amazon tablet after installing Play Store, and Mindustry
         | delivered.
        
         | szundi wrote:
         | Buying on steam is a donation basically? Why is it not?
        
           | tuetuopay wrote:
           | Because of the cut steam takes I guess. And fixed price, and
           | a middleman, and depends on a central platform, etc
        
             | genewitch wrote:
             | available (nearly) anywhere, built in support forums,
             | refund capability, and until a couple of years ago being
             | able to use bitcoin to pay (buy steam gift cards with
             | bitcoin). family sharing - where another computer can play
             | games you've bought if it's on the same network, is also a
             | nice feature. I know it doesn't matter here because the
             | game is open source (or whatever), but in the general sense
             | it's reduced my spending on games. When my kid wants to
             | play a steam game i either do work or play a game on xbox
             | for windows, gog, battlenet, whatever. As i type he's
             | playing BeamNG on his computer via my steam login on my
             | computer.
             | 
             | Also, i am a bit biased. I'm part of the steam class
             | action, and potentially will receive $500 or more from
             | valve due to their "cut".
        
             | hajile wrote:
             | Mindustry has other ways to donate directly if you choose.
             | The dev obviously thinks paying steam a cut is still worth
             | it in increased sales and marketing.
        
         | nonethewiser wrote:
         | Plus developers who want the steam version or just want to
         | support the makers.
         | 
         | Aseprite (pixel art editor) has this sort of "if you can build
         | it you can have it" arrangement.
         | 
         | I wonder what percentage of would-be-paying users are getting
         | it for free. I guess it's probably significant but still
         | nothing close to a majority.
        
       | bloopernova wrote:
       | If someone has played both this and Factorio, could you possibly
       | compare the 2 games? Thank you!
        
         | laserbeam wrote:
         | In mindustry you build smaller factories, mostly to power
         | turrets/build units to attack an AI. Focus is on tower defense.
         | Logistics is cute but minimalistic. Each level takes 30-60 min
         | on a casual play though.
         | 
         | Factorio is much more in depth on logistics and is a single
         | "level". Takes 30-60 hours on a casual first playthrough.
        
         | Kiro wrote:
         | Mindustry is more arcade and tower defense, with scenarios
         | instead of an infinite map and a meta progression between
         | scenarios where you unlock tech.
        
         | edent wrote:
         | Mindustry is great on mobile. The resource aspect is quite
         | simple compared to Factorio - drills never run out of a
         | resource, for example. But you can make some fairly complex
         | bases - https://shkspr.mobi/blog/2022/02/mindustry-scrap-to-
         | everythi...
         | 
         | Mindustry is more "Tower Defence" focused. Waves of enemies
         | attack and you have to build turrets to stop them. As the game
         | progresses, you can build units which can attack the enemy's
         | base - so it become a bit of an RTS game.
         | 
         | So there is a superficial similarity to Factorio - discover and
         | unlock new things, build a base - but it is much more focused
         | on the attack/defend paradigm.
        
         | herpdyderp wrote:
         | After a combined 1000 hours between the two, I find Factorio
         | easier and much more satisfying. Factorio's base building is
         | very explicit, while Mindustry's is very limiting. The main
         | reason for me saying this is that in Mindustry all production
         | buildings output their goods in all directions which makes it
         | really annoying to design efficient layouts. It's also harder
         | to play co-op in Mindustry because the maps are so small. Maybe
         | my preference would be swapped if I had played Mindustry first
         | rather than Factorio, but whenever I play Mindustry I think
         | "wow I'd rather just play Factorio".
         | 
         | Mindustry is still awesome though, especially considering that
         | it's open source.
        
           | hajile wrote:
           | Mindustry encourages compact designs due to limited space in
           | levels where factorio has infinite space that encourages
           | sprawling designs. In that context, the all-side output is
           | critical for Mindustry's compact layouts.
           | 
           | I find Mindustry layouts a lot less tedious compared to
           | inserters everywhere and I greatly prefer the Mindustry
           | conveyor flow controls.
           | 
           | I do wish Mindustry added another transportation layer where
           | physical transport between sectors was required rather than
           | generic space launches. It would give a much more cohesive
           | feeling to the various levels.
        
           | Izkata wrote:
           | > The main reason for me saying this is that in Mindustry all
           | production buildings output their goods in all directions
           | which makes it really annoying to design efficient layouts.
           | 
           | The armored and plastanium conveyors prevent this.
        
         | NineStarPoint wrote:
         | The difference is what the primary focus of the game is, I
         | think.
         | 
         | Mindustry is a tower defense game that uses factory style base
         | building as added spice.
         | 
         | Factorio is a base building game that adds some tower defense
         | elements as added spice.
        
       | pjmlp wrote:
       | Looks quite nice, and brownie points for Java.
        
       | dash2 wrote:
       | I would love to see a video of the game, perhaps that would be a
       | good idea for the home page.
        
         | ptspts wrote:
         | YouTube has thousands of Mindustry gameplay videos.
        
           | janfoeh wrote:
           | I for one would rather not have to click through heaps of
           | grimace-faced thumbnails, "heeeyyy guuuys" and the other ..
           | idiosyncrasies of the content-creator industrial complex just
           | to get a frickin' glimpse of the gameplay.
           | 
           | So a short official clip would make a nice amendment to the
           | homepage.
        
           | dash2 wrote:
           | I just think it's a good idea for a game's website to have a
           | video of the gameplay.
        
         | mdaniel wrote:
         | You may have missed it since it's midway down the page but it
         | has a Steam offering and those almost always come with video
         | (as is the case here, too):
         | https://store.steampowered.com/app/1127400/Mindustry/
        
       | ritzaco wrote:
       | Plenty of previous discussion at
       | https://news.ycombinator.com/item?id=32422522 (Mindustry - Open-
       | Source Game, 135 comments)
       | 
       | Great game, though a bit addictive.
        
         | _the_inflator wrote:
         | Thanks for the warning, I suppose it is - and that's why I
         | stick to my guns and won't play it. Since playing Age of
         | Empires II online around 2000 took such a heavy toll on my
         | study habits to achieve a 2000+ rating at the time, my mantra
         | goes by the saying: "An ounce of prevention is worth a pound of
         | cure". ;)
        
           | Weryj wrote:
           | And here I am, a new player of Factorio and wishing I stuck
           | to my prevention. On another note my factory is growing!
        
             | nikitoci wrote:
             | Do _not_ install Space Exploration mode! Save yourself 400
             | hours.
        
               | Cthulhu_ wrote:
               | Wait for the official Space DLC and all the 2.0 QoL
               | improvements next year instead!
        
               | shzhdbi09gv8ioi wrote:
               | Hmm, I had to google this mod [1]. Seems really cool, but
               | it also does sound a whole lot like the factorio
               | expansion [2], so what is going on here?
               | 
               | (I been eagerly awaiting the factorio expansion for a
               | while now!)
               | 
               | 1: https://mods.factorio.com/mod/space-exploration
               | 
               | 2: https://techraptor.net/gaming/news/factorio-expansion-
               | space-...
        
               | Brybry wrote:
               | They hired the mod creator (as an artist) and, from the
               | Factorio Friday Facts blog posts[1], the expansion has
               | some inspiration from the space mod but is not the same.
               | 
               | [1] https://www.factorio.com/blog/
        
               | shzhdbi09gv8ioi wrote:
               | Oh, that is amazing! Thanks for pointing me to the blog!
        
               | bombcar wrote:
               | If you like Factorio and are at all interested in game
               | design I can highly recommend every one of those blog
               | posts.
               | 
               | It's amazing how time and time again a they describe a
               | feature and you're like wow this is perfect and then
               | later they're like "here's how to fix all the problems
               | you don't even notice".
        
               | dalkvist wrote:
               | The mod is older, and they hired the modder to work on
               | the expansion. From the blog posts the expansion is a lot
               | closer to vanilla then the complex mods.
        
               | sunbum wrote:
               | The factorio team hired the person behind the space
               | exploration mod to integrate it into factorio.
        
               | Baldbvrhunter wrote:
               | Earendel was employed by Wube in February 5, 2021
               | 
               | https://factorio.com/blog/post/fff-365
        
             | bashinator wrote:
             | Don't look at Dyson Sphere Program.
        
           | mcv wrote:
           | A very long time ago, my dad prepared me for this risk by
           | buying Civilization just before my high school final exam. I
           | graduated with 268% on Emperor.
        
             | swyx wrote:
             | and how were your high school grades?
        
           | onionisafruit wrote:
           | It's funny how saying a game is addictive makes many people
           | want to try it, but people like you and me take it as a
           | warning. For me it's because I succumb to addictions more
           | easily than most.
        
             | dvaun wrote:
             | All through lessons learned. It's difficult to quit playing
             | in the initial years, but as the time passes it becomes
             | easier.
        
       | polivier wrote:
       | Mindustry is such a great game. I sunk tons of hours in both
       | campaigns with a friend of mine.
       | 
       | For those who come from a Factorio background, Mindustry has less
       | automation and more combat. Also a Mindustry map does not take 50
       | hours to complete; rather it will take a few hours and may
       | sometimes take several tries as some maps can be fairly hard.
       | Space is limited as compared to Factorio, so space-efficient
       | designs _do_ matter, especially for defense (you want to pack
       | towers tightly, with the constraint that towers must be fed by a
       | conveyor of ammo or a pipe of liquid, or both). You also need to
       | consider that you often need different combinations of towers in
       | order to defeat different types of enemies.
       | 
       | Overall, a very well-made game and very addictive.
        
         | mcv wrote:
         | Sounds like something I might try. Factorio has a tower defense
         | element that never really works because the attacks are too
         | small, my base is too large, and I always just wipe out the
         | biter camps. That's an aspect of the game that clearly needs a
         | lot more challenge, but lots of players just ignore it and
         | build.
         | 
         | For my first half-dozen tries, I always built may bases far too
         | compact. I really had to learn to use the space available to
         | me. A game that rewards compact building might be just for me.
        
           | Pay08 wrote:
           | You have the difficulty sliders and the death world preset
           | and an entire enemies tag on https://mods.factorio.com. What
           | more do you want?
        
             | CivBase wrote:
             | Mods are great, but they generally lack cohesion. I agree
             | with OP. I wish that instead of passive upgrades and only a
             | couple tower/ammo variants, the game had a deeper tower
             | defense aspect.
             | 
             | It'd be nice to have more enemy and tower variants, with
             | certain types of towers working better against certain
             | types of enemies - or towers that debuff enemies instead of
             | hurting them. Maybe there could be structures that attract
             | nearby enemies so it'd be easier to direct where attacks
             | hit.
             | 
             | I think stuff like that would keep the tower defense stuff
             | from loosing relevancy in the late game while staying fun.
        
               | dento wrote:
               | I should suggest warptorio here:
               | https://mods.factorio.com/mod/warptorio2
        
               | Filligree wrote:
               | You should try Warp Drive Machine:
               | https://mods.factorio.com/mod/Warp-Drive-Machine
        
             | matkoniecz wrote:
             | for me Factorio combat was overall boring and just
             | drudgery, and just adding unfun pressure.
        
               | Filligree wrote:
               | Some mods change biter behaviour to make them smarter,
               | such as Rampant. Others change the entire gameplay loop,
               | like Warp Drive Machine. The mod ecosystem is huge, and
               | it's far too early to claim you know for sure it'll be
               | boring.
        
           | Tyr42 wrote:
           | Try Rampant?
        
         | ajuc wrote:
         | It makes you optimize for different things which is why I
         | prefer it to Factorio even if the tech and crafting tree is
         | less developed.
        
       | simonmysun wrote:
       | Its PvP mode is also excellent. You can complete both defense and
       | offense by laying supply lines. It's possible to ambush the
       | opponent's supply lines as well, gaining a significant advantage
       | on the front lines before the enemy detects the disruption in the
       | power facility and logistics system. This is what I consider one
       | of the most important characteristics of a real-time strategy
       | (RTS) game.
       | 
       | It would be better if one could steal expensive components from
       | the opponent's conveyor belt (like processors in Factorio)
        
         | matkoniecz wrote:
         | Though open servers with team modes had huge griefer problems
         | when I tried it.
        
       | sensanaty wrote:
       | Had no idea it was OSS! Regardless, I have 0 regrets paying for
       | the game, absolutely amazing one.
        
       | simplify wrote:
       | Slightly off topic, but does anyone have any resources / tips on
       | how to build your own tower defense game with multiplayer? Been
       | deving for a very long time, but game dev feels like a completely
       | different beast.
        
         | KeplerBoy wrote:
         | I feel like mindustry is a great example of just trying
         | something.
         | 
         | If you were to ask this question in a game dev forum, people
         | probably wouldn't recommend you to look at Java and yet
         | mindustry uses Java and made it work.
         | 
         | I guess something along the lines of JavaScript with Websockets
         | would also work really well and you wouldn't have to worry
         | about building for different platforms. Research some options
         | for JS game engines and get cracking (possibly with copilot,
         | it's not too bad at getting one started).
         | 
         | I think it's entirely feasible for you to have a working
         | prototype before the new year rolls around.
        
           | andruby wrote:
           | And mindustry does it really well in Java. The game doesn't
           | use much cpu, even on large maps and runs on windows, mac
           | (including apple silicon). Graphics looks good too
        
           | adamredwoods wrote:
           | Game dev options are huge these days, but Java isn't a bad
           | choice: mature platform, good VM, cross-platform. I would
           | guess javascript is further behind in performance, but with
           | Electron/Cordova, it's a valid cross-platform choice as well.
           | Or one could explore lesser known tools like Haxe. And then
           | there are monolith dev kits like Godot. Heck, even Lua is
           | still around thanks to Roblox. There's so many options!
        
             | hajile wrote:
             | Web games used to suck, but wasm + webgpu seems like a
             | great combination for reasonable performance while also
             | allowing indie devs a way to avoid forking over 15-30% of
             | their profits to middlemen.
        
           | kybernetikos wrote:
           | > and yet mindustry uses Java and made it work
           | 
           | I'm pretty sure the game I've spent the most hours playing
           | over the last few years is written in java - Slay the spire.
           | 
           | Minecraft was originally Java too I think.
        
             | MaxLeiter wrote:
             | The Bedrock edition of Minecraft (XBox, Microsoft store) is
             | in C++. The original is still built with Java and called
             | the Java Edition (unless I missed some big news the past
             | few years)
        
         | Hortinstein wrote:
         | I just dove into this the last few months working through a
         | Udemy course on building a vampire survivors clone in Godot
         | 4....highly recommend (here is the author talking about it
         | https://youtu.be/Yd-sndQnWIo?si=yWU9WJ2roSVlMzDE). I was amazed
         | by the tooling and had a blast doing it. I'm primarily a
         | backend dev and this scratched a different itch. There appear
         | to be some RTS courses but I can't vouch for them. I would find
         | one that looks interesting and dive in. I typed out all the
         | code and did the steps as he did and feel like I learned a ton.
         | I am still looking to learn more about multiplayer in Godot 4,
         | but I found a few YouTube videos and it doesn't look super
         | complicated, especially if you are not concerned off the bat
         | about cheaters. Additionally I have been following this project
         | (Godot 4 MMO), the code is organized pretty well:
         | https://jdungeon.org/ but very early in development
        
         | ctippett wrote:
         | I'm a game-dev outsider, but I've come to romanticise the idea
         | of creating a tower defense game myself. Ever since Warcraft
         | III it's been one of my favourite genres, but everything I've
         | played in the intervening years seems to fall short of
         | _something_ that leaves me wanting more.
        
       | arkameatys wrote:
       | This is funny to me and maybe worth mentioning. In prison they
       | charge inmates for this game on the tablets, is that legal? It's
       | AccessCorrections or Access something, I know for a fact, I
       | played it for years and now hate it because of the associations
       | it draws for my uneuphoric recall of doing time. They also charge
       | for Andors Trail, another open source project.
        
         | dosssman wrote:
         | Just curious, but was it an US prison ? I have trouble seeing
         | them allowing the prisoners to play game. Also, how are the
         | prisoners supposed to make money to pay for the game ?
         | 
         | Thanks in advance.
        
           | jabroni_salad wrote:
           | There are paid jobs in the prison for the inmates. They are
           | not very good, but it's a thing. You can also send funds to
           | an inmate's commissary account, if somebody you care about is
           | in there.
        
         | chromakode wrote:
         | It's legal to charge for distributions of GPL licensed
         | projects. The OSI definition [1] specifically notes it's one of
         | the freedoms in licenses considered open source.
         | 
         | Back in the mid 2000s I recall seeing drama about projects like
         | The GIMP being repackaged and sold. While legal, the sellers
         | exploited information asymmetry to profit from people unaware
         | the software was available for free. The counterpoint is that
         | distributors do work packaging the app -- maybe
         | AccessConnections contributed some value by reviewing the
         | content as a trusted third party.
         | 
         | So yeah, it's legal but might not be ethical. Open source
         | licenses do require the source code and license to be
         | accessible to the end user. This can be tucked away as a link
         | in a credits screen. I'm not a lawyer, so I'm curious whether a
         | link counts as source code distribution if you know your end
         | users won't have unrestricted access to the Internet.
         | 
         | [1]: https://opensource.org/osd/
        
         | zachromorp wrote:
         | they what???? That sounds like legal racket to me. US prison
         | industry is disgusting.
        
       | junon wrote:
       | Mindustry was a great game prior to the campaign rework, which in
       | my opinion made things harder to progress and really enjoy. But
       | if you've never played it, I still really recommend it as it's a
       | cross between lighter factorio and a tower defense game.
        
       | rbosinger wrote:
       | It's one of the only games I play! I have it on Android and one
       | thing I like is that it's fast to open up and play a bit, save,
       | and then quit. No ads or a bunch of intros to try to skip, etc.
        
       | grey_earthling wrote:
       | Also on Flathub: https://flathub.org/en-
       | GB/apps/com.github.Anuken.Mindustry
        
       | majora2007 wrote:
       | I bought this game after playing the open source variant for some
       | time. It was just what I wanted, because Factorio isn't focused
       | so much on defence, but this is. The game underwent a huge
       | overhaul and is much more fleshed out. I need to get back to it
       | and try and complete the campaign.
        
       | cyanydeez wrote:
       | Apple and open source are odd bedfellows
        
       | dang wrote:
       | Related:
       | 
       |  _Mindustry - Open-Source Game_ -
       | https://news.ycombinator.com/item?id=32422522 - Aug 2022 (135
       | comments)
       | 
       |  _Mindustry: A open-source sandbox tower defense game_ -
       | https://news.ycombinator.com/item?id=25626286 - Jan 2021 (6
       | comments)
        
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       (page generated 2023-12-22 23:00 UTC)