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Modulus is Nominated for Most Anticipated Game at the Belgian Game Awards 2025!

[h3]We’re absolutely stoked to share that Modulus has been nominated for the 2025 Belgian Game Awards in the Most Anticipated category! 🥳
[/h3][p]Belgium might be small, but its indie scene is incredibly mighty and this year’s lineup is proof of that. The BGA25 nominees are a fantastic showcase of the creativity, ambition, and talent growing right here in our local industry.
[/p][p]Being recognised alongside so many wonderful studios is an honour, and we’re genuinely excited to celebrate all the games and creators shaping Belgium’s place on the global map. 💪
[/p][p]If you’d like to discover the other nominees across every category, from art direction to gameplay to student projects, we highly recommend checking out the full list on the Belgian Game Awards website. There’s so much good stuff in there and many projects you may not have seen before.
[/p][p]Thank you all for the incredible support so far. Moments like this are only possible because of our community and the excitement you have share for the game! We are so lucky to have you guys in our corner and it doesn't go unnoticed. [/p][p]Onwards to the ceremony and congrats to every fellow nominee!

- Team Happy Volcano[/p]

Dev Deep Dive: Looking Ahead

[h3]Welcome back to our Dev Deep Dive series! Last time, we explored how experimentation and curiosity make Modulus such a rewarding experience. In the last installment of the series the team is looking forward, discussing upcoming features, dream ideas, and where they hope the game will be six months after launch. As well as answering one simple question: if you had to describe working on Modulus right now in just one word, what would it be?[/h3][h3]Jarvs (Head of Comms): Looking ahead:

What’s something you’re excited to work on next?[/h3][p]Peter (Technical Director): We have a long list of operator ideas. Some don’t necessarily change gameplay flow, but they’re fun; music boxes, little novelty operators, stuff like that. It’s all about adding personality and small touches players can enjoy.[/p][p]Jarvs: I'm excited to see what you have on this list because I have not seen it. So yeah, that would be cool. 
[/p][previewyoutube][/previewyoutube][p]Anything else that people are excited about? I know Antoine and Thomas have already talked about the possibility of adding in a day night cycle.
\[You can learn more about that and see some of the early prototype footage in the Art of Modulus interview.][/p][p]David (Game Director): I’m really excited about organising tools. Things like a better logistics system, a minimap, and an improved zoomed-out view. I want players to scale up their factories infinitely, so we need tools that let them manage bigger layouts more easily.[/p][p]Rimme (Senior Engineer): Blueprints are another feature I’m looking forward to. Players already think in terms of compact, reusable setups; with blueprints they’ll have a proper way to create, duplicate, and place them elsewhere. It fits perfectly with the Modulus system.[/p][p][/p][previewyoutube][/previewyoutube][p]Thomas (Senior Technical Artist): Creative Mode! Giving players more freedom to make their own buildings from modules, experiment with layouts, and just push the systems in new ways. It’s exciting to see what they’ll come up with.[/p][p]Jarvs: That sounds amazing. [/p][h3]
Where do you see Modulus six months after launch?[/h3][p]Thomas: Successful! \[laughs nervously] No, for real, I hope players are deep in the game, reaching the end of the content, and asking for more. [/p][p]David: Yeah, because Modulus is system-based, even one small new element can add exponential value, more playtime, more experimentation, more creativity. I want players to be addicted, in the best way, so we can keep building on the project.[/p][p]Jarvs: What about:[/p][h3]Dream features? If time and budget were no object.[/h3][p]Mick (Lead Developer): Pocket Universe Operator. You’d click it and enter a tiny 32×32 grid inside the operator, placing and connecting machines there. Anything that goes in gets processed inside. Basically, a factory inside a factory. Totally insane, but fun to imagine.[/p][p]Oliver (Senior Engineer): I’d also love daily or weekly challenges with leaderboards. Players could create their own challenges and share them, new objectives, optimisation puzzles, module-based tasks. That could give the game a reason to pull people back regularly.[/p][p]Antoine (Art Director): And more creative control for players, overall. Customising maps, adjusting colors of grass and trees, editing tiles, letting players shape the world as well as their factories. We have these really cool tools the team built, like our level editor, that it would be cool to give them to the players. 
[/p][p][/p][p]Jarvs: Last question:[/p][h3]What’s one word you’d use to describe working on Modulus right now?[/h3][p]For me it’s exciting! I love seeing what the team comes up with every day.[/p][p]Peter: Satisfying. Finishing small features and seeing them live in the game, it’s just a nice feeling.[/p][p]David: Brain-tingling! \[laughs] That’s a cute one, but it really fits.[/p][p]Oliver: Rewarding. Seeing the features we think players will enjoy, actually being played with is really neat.[/p][p]Preet (Lead QA Engineer): Exciting, too. Being the first to test new features as soon as they’re ready makes every day interesting.[/p][p]Thomas: Rush. There are so many ideas I want to explore, and never enough time, but that’s part of the fun.[/p][p]Rimme: Fulfilling. I’ve always loved factory games, so working on one feels deeply rewarding.[/p][p]Jarvs: And finally?[/p][p]Mick: More. There’s always more to do, more to add, and more to experiment with. That’s the spirit we bring to Modulus.[/p][p]Jarvs: That’s perfect. [/p][h3]Any final thoughts for the community?[/h3][p]Mick: If you pressure David, he’ll cave. Ask for anything you want![/p][p]Jarvs: \[laughs] I’m leaving that in.[/p][p][/p][p]From “exciting” to “fulfilling” and “brain-tingling,” these words capture what it’s like to work on Modulus at Happy Volcano. The team’s passion and curiosity flow directly into the game, from scaling tools and blueprints to wild dream operators. Six months from launch, we hope players are building bigger, experimenting more, and seeking new challenges to push their factories further.[/p][p]A huge thanks to the team for sharing their thoughts, and to you, the community, for supporting Modulus. Don’t forget to wishlist the game, try the demo if you haven’t yet, and keep sending in your feedback, we genuinely love hearing from you.[/p][p]Thanks for reading along this series with us. Make sure to follow the game so you're notified when our next series "The Audio of Modulus" drops.

Join our community:
Discord BlueSky TikTok YouTube Reddit Feature Upvote[/p][p]Catch you on the factory floor.[/p]
  • [p]Team Happy Volcano.[/p]

Build, Design, Chill

[h3]Modulus Joins the Build, Design, Chill Event![/h3][p]We’re excited to share that Modulus is officially part of the Build, Design, Chill Steam event!

[/p][p]This festival highlights creative, relaxing, and beautifully crafted indie games, the kind that let you build at your own pace, experiment freely, and find your flow.
[/p][p]Which… let’s be honest, is exactly what Modulus is all about.
[/p][p]With more than 165 games taking part, there’s a whole world of cosy building, thoughtful design, and chill creativity to explore. We’re incredibly proud to be included alongside so many talented indie teams, and we can’t wait to discover a few gems ourselves.
[/p][p]If you’re a fan of peaceful automation, elegant production lines, or simply creating something beautiful in your own time, Modulus fits right in.
[/p][p]Head over to the event page and take a look, and let us know which games you end up checking out! We'd love to see which games take your fancy in the comments.[/p][p]You can find the event here: https://store.steampowered.com/developer/UNIKATlabel/sale/builddesignchillsale

Don’t forget to wishlist Modulus, and give it a follow whilst you're there. Every follow the game gets, helps Steam recognise that people are excited for Modulus!

Join our community:
Discord BlueSky TikTok YouTube Reddit Feature Upvote[/p][p]
Catch you soon Module Makers.[/p]
  • [p]Team Happy Volcano. [/p][p]
    [/p]

Modulus Update: Two Modules are Better than One

[h2]Hello again Module Makers,[/h2]

[h2]We’ve got another exciting update to share. We’re officially partnering with UK-based games publisher Kwalee to launch Modulus.[/h2]

https://www.youtube.com/watch?v=27FBzoifgm8

[h2]What does this mean for the future of Modulus?[/h2]

Kwalee will be providing us with production, QA, and marketing support from now until our full 1.0 release in 2026, which will ensure a smoother path to launch and will mean we’ll be able to expand our marketing activities without having to compromise on development time. This means we should have more and more Module Makers joining our ranks between now and launch, so please make them feel welcome!


Thank you so much for your ongoing support as we add this new module to our growing operation![/p][h3]

Join our community:

Discord BlueSky TikTok YouTube Reddit Feature Upvote[/h3]

[p][h2]Catch you soon Module Makers.

Team Happy Volcano[/h2]

[/p]

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]Team Happy Volcano. [/p]