Dev Deep Dive: Finding Your Flow
[h3]Welcome back to our Dev Deep Dive series! Last time, we looked at the little details the team are most proud of; those small touches that make Modulus feel special.[/h3][h3]This time, we’re turning inward. We asked the team: What advice would you give to new players? And as always, the conversation spiralled into something much bigger, about creativity, learning, and why Modulus rewards experimentation like few other games can.[/h3][p]Jarvs (Head of Comms): I am interested to know:[/p][h3]Does anyone have a really good tip for players to get the most out of Modulus?[/h3][p]David (Game Director): I think the key thing is that everyone’s going to play at their own pace, and that’s totally fine. Some people go super fast, others take their time. That’s not a bad thing; it’s part of the process.[/p][p]As you play, you start noticing things. You realise, “Oh, I was doing that terribly before,” and then you rebuild it better. That’s the beauty of Modulus; you can delete, redesign, and improve endlessly, without any penalty. There’s no time limit, no enemies, and no cost for rebuilding. It’s pure creativity.[/p][p]So my advice would be: experiment. Have fun. Don’t worry about efficiency too soon, you’ll naturally get there as you go.[/p][p]
[/p][p]And I’d say, don’t be afraid of the factory aspect. You can start by just making stuff, creating shapes, designing layouts, and before you know it, you’ll realise you’ve built an entire working factory.[/p][p]That slow, natural discovery makes Modulus welcoming to people who might not usually play factory games. You can start creative, and the systems just unfold around you.[/p][p]Jarvs: Yeah, I totally agree. I’m the kind of player who normally hates restarting games, it feels unfair, but with Modulus, I restarted the demo four or five times by choice. Every time, I was excited to begin again, because I’d discovered a better way to build things.[/p][p]That says a lot about how satisfying the loop is. Normally, having to start from scratch would be frustrating, but here it feels rewarding. It’s like, “I can do this better now.”[/p][p]So yeah, don’t be afraid to start over, try new layouts, or just mess around. Jump into Creative Mode, make something weird or completely impractical, it’s all part of learning how the game works.[/p][p]Actually, that leads nicely to a random question:
[/p][h3]Has anyone here built something really weird in the game?[/h3][p]Rimme (Senior Engineer): Oh! Wasn’t it Szilard \[one of our incredible interns] who made those crawling creatures on the side of the islands? We haven’t used them yet, but that was one of the most insane things I’ve ever seen.[/p][p][/p][p]
[/p][p][/p][p]Jarvs: Wait, I haven’t even seen those! Szilard did so much incredible art work for the project. I need someone to show me that later.[/p][p]Antoine (Art Director): Yeah, the idea was to make the islands feel more alive; to have movement in the background. But it ended up being a little too distracting, so we shelved it for now. Maybe we’ll revisit it later as small environmental touches. For now, the focus is on the factory floor.[/p][p]Jarvs: Makes sense! I’ll actually include some images of the wild things the community have made in-game, so people can see how creative players have been. We haven’t even had time to get weird ourselves yet, but our players definitely have.
[/p][p]
And that’s one of the most rewarding things about making Modulus. Watching players experiment, rebuild, and create things we’d never imagine, that’s the real joy. It’s not just about perfection or efficiency; it’s equally about curiosity and creativity.[/p][p]So if you’re new to Modulus: take your time, try something strange, and don’t be afraid to start again. That’s where the magic happens.[/p][p][/p][p]
[/p][p]As you can see, there’s a real joy in how Modulus encourages experimentation, whether that’s restarting your factory to try a better layout, or discovering unexpected ways to use its systems. From weirdly wonderful community creations to lessons learned through trial and error, the team has built a world where creativity is the ultimate reward.[/p][p]And speaking of creativity, in the next part of our Dev Deep Dive series, the team looks to the future: what’s next for Modulus, what dream features they’d love to add, and where they hope the game will be six months after launch.[/p][h3]Don’t forget to wishlist the game, and give it a follow whilst you're there. Every follow the game gets, helps Steam recognise that people are excited for Modulus! It also means that you will be notified when we drop the next part of this series.
Join our community:
Discord BlueSky TikTok YouTube Reddit Feature Upvote[/h3][p]Catch you soon Module Makers.[/p]
[/p][h3]Has anyone here built something really weird in the game?[/h3][p]Rimme (Senior Engineer): Oh! Wasn’t it Szilard \[one of our incredible interns] who made those crawling creatures on the side of the islands? We haven’t used them yet, but that was one of the most insane things I’ve ever seen.[/p][p][/p][p]
And that’s one of the most rewarding things about making Modulus. Watching players experiment, rebuild, and create things we’d never imagine, that’s the real joy. It’s not just about perfection or efficiency; it’s equally about curiosity and creativity.[/p][p]So if you’re new to Modulus: take your time, try something strange, and don’t be afraid to start again. That’s where the magic happens.[/p][p][/p][p]
Join our community:
Discord BlueSky TikTok YouTube Reddit Feature Upvote[/h3][p]Catch you soon Module Makers.[/p]
- [p]Team Happy Volcano. [/p]