Store data
- Store status
- Coming soon
- Scheduled release
- 5 November 2026
- Positive reviews
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- Total reviews
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- Release date
- 5 November 2026
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Regenisis is a factory builder game where energy is everything and must be generated at any cost. Stuck under the surface of the earth you must harness your very limited resources to supply your ever growing energy needs. You face the task of constructing a factory able to save the people on the surface above or save yourself from the horrors that lurk below.
Sacrifices must be made in the sake of progress to fuel your ever growing needs. While you might feel safe lurking around the elevator that left you in this place eventually resources will run dry forcing you to explore further into the depths.
Will you hold on to your sanity in the depths or let it slip away as you resort to more brutal tactics to fill your every need?
Being stuck in the depths doesn't leave for much in the way of control. As you progress your learn to understand that creating power isn't the only thing that matters. The way you generate power will help to guide your machines in the way that they function. You will have to generate certain power signals to make some machines run while managing the signals for others to increase efficiency.
While early on you won't get much of a choice in way of progression as you struggle to survive in the depths. you will soon learn that you must choose a path to achieve your goal. Will you hold on to your sanity by sacrificing your industrial might or will you let it slip away for the sake of progress?
Eventually resources you once thought to be infinite will run dry forcing you to explore further in the world. Discovering new resources and locations as you venture into the deep. Use these newly found resources to fuel your ever growing empire as you reach ever closer to your goal.
Fixed an isue where removing items out of inserters not from the ui would cause them to stop workingFixed and issue with inserter ui overlaping the filterFixed an issue where inserter were not able to fully compress belts of items
Read full update on Steam ↗Patch Note for V0.1.6This update fully implments the rest of the combat system elements added in the previous update. This update required signifigant additions to existig systems in the game to support per item data since previously each item was tracked as just an int id. EnemiesThe enemies have been reintroduced into the game and should now no longer cause massive lag spikes when they calculate there paths. When calculating larger paths like how to get to an oil well the enemies now use a shared flow field. An unintended upside of this new system is that enemies will more often travel to the closest oil well instead of the one that they were spawned from. As you may have noticed I also made a trail system that the enemies and any other object added later can use to create a trail behind them. Right now this system is only used for the enemies and when there bodies are draged but ma...
Read full update on Steam ↗Fixed an issue where inserters wouldent grab items if there output was a crafter and stack size was greater than 1 in the input container
Read full update on Steam ↗Patch Note for V0.1.5A large bulk of this patch is bugs fixes and QOL features wich should make the game feel smoother to play with less issues. However this build aslo includes the framework for ability and equipment system wich will be expanded in the next update. Equipment SystemAdded an equipment grid system where modules can be added or removed to give the player new abilities, and modify those abilities to make them better -Added 2 movement abilities (dash and teleport -Added 7 modifier modules (Cooldown, Charges, Speed, Damage, Range, Mult, and battery)*more abilities and modifiers modules will be added to this system laterSmall Additions and ChangesAdded notifications for when the player gets an item added to there inventoryAdded the ability to take items out of container without having to open the container (ctrl + left click by default)Added the ability to rebind controls to...
Read full update on Steam ↗Fixed a crash that would happen when trying to place an item at low frame ratesFixed an issue where pipes had incorect placment whitelistFixed an issue with the preview map showing inacurate biomes after a refreshFixed an issue where rotating objects would both physicly rotate them and assing the rotated spirte effectly rotating them twiceFixed an issue where rotated wave generators would not reasign there wired cells properly
Read full update on Steam ↗Patch Note for V0.1.4This update continues the trend from patch V0.1.3 adding more visual improvments to the game. The biome generation system was overhauled to make more natural biome generation giving you more space to expand as well as adding a bit more to see when exploring.Visual ImprovmentsBiomeswith this update we have added 2 new biome and 2 new sub biomes. Additionally, you can now modify the world generation settings for the biome and resources when creating a new game. -basalt biome (with lava sub biome)-Mushroom forest -grass sub biome for the dirt biomeStructuresIn addition to the new biomes we have added 8 new structures that can generate around the map. These structures help to fill out the map and make it not feel as empy as you wander around. -2 bush variants-grass clumps -Basalt collums- igneous rock -mushroom trees-blue mushroom clumps-purple mushroom clumpsAimated...
Read full update on Steam ↗Hotfix V0.1.3.2Fixed an issue where it was defaulting to very low graphics settings on all platforms resulting in artifacting on certain objects.
Read full update on Steam ↗Hot Fix for V0.1.3.1fixed an issue where certain ui elements would not be acessable at certain resolutionsfixed an issue where the ground mesh would be rendered at a really low resolutionfixed ui issue where inspected building ui could sometimes get offset
Read full update on Steam ↗Patch Note for V0.1.3This update includes a lot of visual changes mainly with the lighting. We have added normal maps to all of the buildings, as well as the 3 resources in the game and most of the items. We have also created emission maps for the some of the buildings that would create light. We are still working on some impovments to the biomes so stay tunned for those changes. Visual Improvments In addition to these visual changes with lighting we have also fixed several problems with a couple of the sprite in the game such as the pumps looking off when placed on the edges of water at certain angles. Sort buttonNow with a click of a button you will be able to sort your inventory. While now it only sorts alphabeticaly we plan on adding options to sort thing and filter your own inventory as well as others.Collision UpdateBefore this update every object had a box collider. With this u...
Read full update on Steam ↗Patch Note for V0.1.2This update is inted to bring some much needed bug fixes as well as some changes under the hood to make the game easier for me to work with. Unfourunatly as a result of this update any saves made before this update will no longer work. Future saves should not encounter this problem as I plan on creating a system in the next update to handle transitioning saves across versions as well as making some auto saves. New stuffThis update is not intended to add a bunch of new feature but it has come with a few QOL improvments as well as one new building.Underground BeltsWith this update we are introducing underground belts. With this addition you should no be able to transport items both onto and off of cliffs, and should allow for some more felxability for logisitics. WaypointsWith this update you will now be able to add, lablel, and color waypoints on the map. TutorialW...
Read full update on Steam ↗Showing Gameplay Mechanics One of the pices of feedback I recived the most of is that the game looks to similar to Factorio and dosent do a good job showcasing its unique mechanics.The mechanicThe core mechanic of the game that is supposed to make it stand out is the power networks. Most building can be connected via adjacency and each network has a wave type, wave frequency, production, consumption, and machine efficiency. Most building require certain waves types and frequencies in order to operate. Additionaly, certain buildings can negativly or positivly affect the state of its connected networks wich you as the player need to fix and handle. Potental FixesWe have several things we have been brainstorming to fix these problems here is a list of a few contenders (some or all of these may be implmented)Network Monitor : a building each network can have that is effectivly just a disp...
Read full update on Steam ↗Steam currently lists 5 Nov 2026 as the release date.
Fixed an isue where removing items out of inserters not from the ui would cause them to stop workingFixed and issue with inserter ui overlaping the filterFixed an issue where inserter were not able to fully compress b…
Patch Note for V0.1.6This update fully implments the rest of the combat system elements added in the previous update. This update required signifigant additions to existig systems in the game to support per item data…
Fixed an issue where inserters wouldent grab items if there output was a crafter and stack size was greater than 1 in the input container
Patch Note for V0.1.5A large bulk of this patch is bugs fixes and QOL features wich should make the game feel smoother to play with less issues. However this build aslo includes the framework for ability and equipment…
Fixed a crash that would happen when trying to place an item at low frame ratesFixed an issue where pipes had incorect placment whitelistFixed an issue with the preview map showing inacurate biomes after a refreshFixe…