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SpaceChem

SpaceChem
Spacechem logo.png
Developer(s) Zachtronics Industries
Publisher(s) Zachtronics Industries
Designer(s) Zach Barth
Programmer(s) Collin Arnold
Artist(s) Ryan Sumo
Composer(s) Evan LE NY
Platform(s) Microsoft Windows, OS X, Linux, iOS, Android
Release
  • WW: January 1, 2011
Genre(s) Puzzle game
Mode(s) Single-player
Aggregate score
Aggregator Score
Metacritic 84/100
Review scores
Publication Score
Eurogamer 9/10
PC Gamer (UK) 89

SpaceChem is an indie puzzle game developed by Zachtronics Industries, based on principles of automation and chemical bonding. In the game, the player is tasked to produce one or more specific chemical molecules via an assembly line by programming two remote manipulators (called "waldos" in the game) that interact with atoms and molecules through a visual programming language. SpaceChem was the developer's first foray into a commercial title after a number of free Flash-based browser games that feature similar puzzle-based assembly problems.

The game was initially released for Microsoft Windows at the start of 2011 via Zachtronics' own website. Though it was initially rejected for sale on the Steam platform, Valve later offered to sell the game after it received high praise from game journalists; further attention came from the game's release alongside one of the Humble Indie Bundles. The game has since been ported to other computing platforms and mobile devices. Reviewers found the game's open-ended problem-solving nature as a highlight of the title. SpaceChem was incorporated into some academic institutions for teaching concepts related to both chemistry and programming.

In SpaceChem, the player takes the role of a SpaceChem Reactor Engineer whose task is to create circuits through which atoms and molecules flow with the aid of waldos to produce particular batches of chemical shipments for each level.

The primary game mode of SpaceChem depicts the internal workings of a Reactor, mapped out to a 10 × 8 regular grid. Each reactor has up to two input and up to two output quadrants, and supports two waldos, red and blue, manipulated through command icons placed on the grid. The player adds commands from an array to direct each waldo independently through the grid. The commands direct the movement of the waldo, to pick up, rotate, and drop atoms and molecules, and to trigger reactor events such as chemical bond formation. The two waldos can also be synchronized, forcing one to wait for the other to reach a synchronization command. The reactors may support specific nodes, set by the player, that act where atomic bonds can be made or broken, where atoms can undergo fission or fusion, or where logic decisions based on atom type can be made. As such, the player is challenged to create a visual program to accept the given inputs, disassemble and reassemble them as necessary, and deliver them to the target output areas to match the required product. The product molecule does not need to match orientation or specific layout of the molecules as long as the molecule is topologically equivalent with respect to atoms, bonds, and bond types; however, in larger puzzles, these factors will influence the inputs to downstream reactors. While the two waldos can cross over each other without harm, collision of atoms with one another or with the walls of the reactor is not allowed; such collisions stop the program and force the player to re-evaluate their solution. Similarly, if a waldo delivers the wrong product, the player will need to check their program. The player successfully completes each puzzle by constructing a program capable of repeatedly generating the required output, meeting a certain quota.


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