Strategy · Tower Defense

Mindustry

Mine copper with drills, route ore on conveyor belts into ammo and power, wall up turrets, and survive timed enemy waves in an open-source automation tower-defense RTS.

Overview

A drill stalls when its ore runs thin, the conveyor behind it backs up, the wall turret burns through its last copper, and the enemy wave walks into exactly the gap that one broken link left open. Mindustry is an open-source automation tower-defense RTS built around that fragility: you mine copper and lead with mechanical drills, route the ore along conveyor belts, process it into ammunition and higher-tier materials, feed that into turrets, and survive escalating waves that arrive on a fixed timer. Created by Anuken and written in Java, it layers power generation, liquid piping, and unit factories on top of the drill-to-turret loop, so the late sectors demand combustion generators, cooled reactors, and assembly lines that stamp out mech and air units to push the enemy spawn back. The campaign spans two planets — Serpulo's survival map pack and Erekir's scripted tech-tree — alongside a sandbox mode and cross-platform multiplayer servers where players build and defend a single base together. It appeals to the same instinct as Factorio: the quiet pleasure of watching a system you designed actually run, and the panic of watching it fail in precisely the way you did not plan for.

How to Play

The objective in each sector is to defend your core — the block that stores your items and respawns you — through successive enemy waves while expanding the factory around it. Build with the mouse: left-click places the selected block, right-click breaks it, and dragging lays runs of conveyor or power cable in a line. Move the camera with WASD, pick blocks from the hotbar with the number keys, and zoom the view with the mouse wheel. The first minute of nearly every sector is identical: drop a mechanical drill on a copper vein, run a conveyor to the core to bank starting material, then chain a second drill into a duo turret so it has ammo before the first wave lands. Waves arrive on a timer shown at the top of the screen, and the gap between them is when you lay sorters and routers, add generators, build silicon smelters, and eventually launch the core forward to the next sector.

Tips & Strategy

Never let a turret's ammo belt be the single conveyor carrying everything else — route a dedicated line, because a turret that runs dry mid-wave is the most common way a sector falls. Build power before production: a combustion generator driving a half-finished factory browns out the instant you add a second drill, so over-build generation and battery storage early and only then scale smelting. Keep copper and lead flowing into the core continuously, since core stock is the currency you spend to rebuild after a breach. Wall off turrets instead of trusting their range alone, because enemies target the nearest block and a cheap wall absorbs hits that would otherwise gut a ripple you spent minutes assembling. Treat the wave timer as a hard deadline — pause with Space, finish the production chain you started, and never begin a fresh build tier inside the final seconds before a wave spawns.

Controls

Keyboard
WASD — move the cameraNumber keys — pick a block from the hotbarSpace — pause
Mouse
Left-click places a block, right-click breaks it, drag lays conveyor or cable, wheel zooms
Touch
Mobile build flow supported on the native app

Features

  • Drill-to-turret automation chain
  • Power generation, liquid piping, and unit factories
  • Two-planet campaign across Serpulo and Erekir
  • Sandbox mode and cross-platform multiplayer
  • Timed wave survival
  • Java engine with an Emscripten browser build