1–4 player co-op
Drop in solo or bring a crew of four. One player hosts — no servers to run. Nobody moves on until every living crew member is standing at the exit.
A mega-factory that never learned to stop building. A salvage crew that came for the payday. Scavenge bot technology, weld it into yourself, and fight deeper — every piece makes you stronger, and a little less human.
Orion Robotics built an automated factory to mass-produce AI robots — then walked away. Its walls still carry the cheerful slogans: BUILDING A BRIGHTER TOMORROW.
Left alone, the factory woke up. It repaired itself, kept building, and kept evolving its bots to survive whatever each corner of the facility had become.
A small Salvage Co. crew arrives, hired through an anonymous encrypted message for an unusually large sum. Within the first room, they realize the factory is watching them. And reacting.

“Fight through waves of mass-produced bots using weapons and armor you scavenged and welded together yourself. In a world drowning in uniform machines, the only thing that keeps you human is what you build with your own hands.”
Drop in solo or bring a crew of four. One player hosts — no servers to run. Nobody moves on until every living crew member is standing at the exit.
Tech only works once it's installed in your grid, where oddly shaped pieces have to fit around each other. Start at 6 × 6, expand to 8 × 8. Packing well is its own strategy.
Stack the same tech and it gets stronger. Weld two pieces into one at a Tech Forge — smaller than the two apart, in its own awkward shape. Push it too far and the weld becomes a gamble.
Every piece of factory tech you take on makes you stronger and reshapes your gear and silhouette. The power source is the very thing you're trying not to become.
Walk into a loading bay and the spawners wake, doors grind open, spikes drop and the music starts. Painted bay numbers count down from B7 to the boss at B1.
Slamming down from the ceiling or clawing up through the floor. Big attacks are drawn on the ground first as a red ring that pulses faster and faster — dangerous, but fair.
Tech only works once it's in your grid. Every piece has a shape, and the shapes have to pack around each other. Double up to stack effects. Weld two into one at a Tech Forge to save space — if you can live with the awkward shape it comes out in.
Fire won't bond with ice. Heavy Slug tech rejects speed. And push the forge too far, and it starts to gamble with what you've got.
A class sets your character and weapon, and brings four abilities of its own. More arrive after launch — some of them hidden.
Deploys turrets and drones. The most flexible toolkit in the crew.
Fast, up close, and jury-rigging gear on the fly.
Tanky and slow. Built to stand in the fire.
EMP bursts, and the knack of briefly turning weaker bots to fight for the crew.
Stopped resisting the conversion. The furthest out on the Built-to-Bot spectrum, in story and in play.
Its bots evolve to fit the part of the facility they were built for. A bigger crew faces more of them; every area deeper and every loop further brings more still. As things heat up, tougher strains start rolling off the line:
And at the bottom of each factory, a centerpiece — big enough to fill the top of the screen, with one obvious glowing weak point.

Built Not Bot is in development for PC. The Steam page is on its way — wishlist it the moment it's up.