Compare Autocraft prices across 50+ stores and find the best deal. Developed by Alientrap. Published by Alientrap. Released on 9/20/2017. Available on PC, Mac. Genres: Casual, Indie, Simulation.

A physics vehicle-builder with a genuinely clever parts roster, but 37 levels and a thin sandbox leave you staring at the credits before the hobby takes root.

My instinct with a mixed-reviewed physics sandbox is to check whether the low scores come from broken systems or from honest scope limitations. With Autocraft, the answer is almost entirely the latter, and that actually tells you a lot about whether this is right for you. The structure is split between a challenge campaign and a free-build sandbox. In the campaign, each of the 37 levels drops you onto an asteroid-like world with a constrained parts budget and asks you to reach a goal zone by whatever method you can engineer. No hand-holding, no prescribed solution. You unlock parts progressively, so early stages feel tight on options in a way that actually forces lateral thinking. The parts list itself is the game's strongest argument: rocket thrusters, missile launchers, propellers, hoverpads, antigravity engines, balloons, pistons, joints, rotators, buzzsaws, drills, and more are all in the box, and snapping them together is refreshingly low-friction. Pieces attach to edges and corners without fussy mouse precision, which means the time between "idea" and "catastrophic test flight" is comfortably short. The physics are simple by Kerbal Space Program standards, but they are consistent enough that you can genuinely reason about center of gravity and thrust balance rather than just guess. That is the core loop, and it holds up. The problems are structural. Thirty-seven levels sounds respectable until you realize a reasonably methodical player can finish them in roughly five hours, and a single vehicle archetype can chain-solve two or three consecutive puzzles without redesigning anything. Once the campaign is done, the sandbox mode does not offer enough scaffolding to keep the creative engine running independently. There is community vehicle sharing, which is a nice touch, but the sandbox loses energy fast without structured objectives feeding it. The Mac situation is worth flagging plainly: as of the Steam 32-bit migration, macOS Catalina and above are no longer supported, so the Mac version listed on the store page is effectively a dead branch for most current hardware. Windows players are fine. The voxel art style is genuinely appealing, all saturated alien biomes and chunky geometry, and the synth ambient soundtrack matches the extraterrestrial setting without overstaying its welcome. Alientrap is a studio with a track record (Apotheon, Capsized, Cryptark), so the production care is evident even at this small scale. What is missing is the post-campaign depth loop: no procedural challenge generation, no meaningful mod ecosystem, no progression systems that keep the sandbox feeling rewarded. The Steam review split sitting at roughly half-and-half reflects exactly this: players who hit it during a couple of easy evenings often walked away satisfied; players who wanted a long-term builder hobby did not. For the right buyer, specifically someone who wants a low-commitment physics puzzle toy with a creative twist rather than a deep sim, Autocraft delivers its value cleanly. Think of it less as a rival to Scrap Mechanic and more as an approachable, self-contained puzzle box that happens to blow up entertainingly. Approach it expecting five to eight hours of structured fun and you will not feel shortchanged. Approach it expecting an endlessly replayable builder and the emptiness will hit fast. Diego, Scout Team

Autocraft
CasualIndieSimulation

Autocraft

Sep 20, 2017Alientrap
GamerScout Says

A physics vehicle-builder with a genuinely clever parts roster, but 37 levels and a thin sandbox leave you staring at the credits before the hobby takes root.

PCMac
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About Autocraft

My instinct with a mixed-reviewed physics sandbox is to check whether the low scores come from broken systems or from honest scope limitations. With Autocraft, the answer is almost entirely the latter, and that actually tells you a lot about whether this is right for you. The structure is split between a challenge campaign and a free-build sandbox. In the campaign, each of the 37 levels drops you onto an asteroid-like world with a constrained parts budget and asks you to reach a goal zone by whatever method you can engineer. No hand-holding, no prescribed solution. You unlock parts progressively, so early stages feel tight on options in a way that actually forces lateral thinking. The parts list itself is the game's strongest argument: rocket thrusters, missile launchers, propellers, hoverpads, antigravity engines, balloons, pistons, joints, rotators, buzzsaws, drills, and more are all in the box, and snapping them together is refreshingly low-friction. Pieces attach to edges and corners without fussy mouse precision, which means the time between "idea" and "catastrophic test flight" is comfortably short. The physics are simple by Kerbal Space Program standards, but they are consistent enough that you can genuinely reason about center of gravity and thrust balance rather than just guess. That is the core loop, and it holds up. The problems are structural. Thirty-seven levels sounds respectable until you realize a reasonably methodical player can finish them in roughly five hours, and a single vehicle archetype can chain-solve two or three consecutive puzzles without redesigning anything. Once the campaign is done, the sandbox mode does not offer enough scaffolding to keep the creative engine running independently. There is community vehicle sharing, which is a nice touch, but the sandbox loses energy fast without structured objectives feeding it. The Mac situation is worth flagging plainly: as of the Steam 32-bit migration, macOS Catalina and above are no longer supported, so the Mac version listed on the store page is effectively a dead branch for most current hardware. Windows players are fine. The voxel art style is genuinely appealing, all saturated alien biomes and chunky geometry, and the synth ambient soundtrack matches the extraterrestrial setting without overstaying its welcome. Alientrap is a studio with a track record (Apotheon, Capsized, Cryptark), so the production care is evident even at this small scale. What is missing is the post-campaign depth loop: no procedural challenge generation, no meaningful mod ecosystem, no progression systems that keep the sandbox feeling rewarded. The Steam review split sitting at roughly half-and-half reflects exactly this: players who hit it during a couple of easy evenings often walked away satisfied; players who wanted a long-term builder hobby did not. For the right buyer, specifically someone who wants a low-commitment physics puzzle toy with a creative twist rather than a deep sim, Autocraft delivers its value cleanly. Think of it less as a rival to Scrap Mechanic and more as an approachable, self-contained puzzle box that happens to blow up entertainingly. Approach it expecting five to eight hours of structured fun and you will not feel shortchanged. Approach it expecting an endlessly replayable builder and the emptiness will hit fast. Diego, Scout Team

Tags

singleplayertier:sub-5Physics PuzzlerVehicle BuilderAsteroid ExplorationParts UnlocksShort CampaignSandbox LiteVoxel ArtWeapons Attachment

System Requirements

Minimum

OS
Windows XP
Memory
1 GB RAM
Storage
800 MB available space
Graphics
Direct X9.0c Compatible
Processor
1.5 GHZ

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Game Info

Developer
Alientrap
Publisher
Alientrap
Release Date
Sep 20, 2017

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Price History

2026-06-102.15(lowest)

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How much does Autocraft cost?

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What platforms is Autocraft available on?

Autocraft is available on PC, Mac.

When was Autocraft released?

Autocraft was released on 20 September 2017.

Who developed Autocraft?

Autocraft was developed by Alientrap.