Compare Crazy Machines prices across 50+ stores and find the best deal. Developed by Fakt Software. Published by Viva Media. Released on 12/12/2008. Available on PC. Genres: Casual, Strategy. Metacritic score: 78/100.

Over 200 Rube Goldberg puzzles with a physics engine sharp enough to punish sloppy placement by a single pixel. Worth it if you can handle the professor's sarcasm.

I've spent enough time with systems-driven games to know when a physics engine is doing real work versus just faking it for aesthetics, and Crazy Machines earns its respect on that front. The game simulates air pressure, gravity, electricity, and particle effects as actual variables, meaning a balloon that drifts into a candle flame pops, a boiler heated correctly drives a steam piston, and tennis balls bounce differently than billiard balls because their weight and elasticity are modeled separately. That is the kind of cause-and-effect chain that makes a strategy brain light up, and it is the game's single strongest selling point. The puzzle structure is sensible for newcomers, even if the difficulty curve has a few odd lumps. Early experiments introduce individual components one at a time, which functions as a tutorial without ever labeling itself one. Your workspace shows fixed elements already in place; your inventory of available parts sits on the right sidebar. The job is to drag, rotate, and position the missing pieces to complete a chain reaction, whether that means getting a basketball through a hoop, allowing a turtle to reach its lunch, or blasting a robot into orbit. The game ships with more than 200 of these scenarios, and the part count per puzzle scales up steadily. At its best, a puzzle hands you a pile of dominoes, conveyor belts, springs, and magnets, tells you only half of them are needed, and leaves you to figure out which half. That decoy-component design is a genuinely clever wrinkle. The frustrations are real and worth naming plainly. Piece placement is pixel-exact, and the physics engine will not forgive you for being one grid unit off. A correct conceptual solution will fail silently because a domino is fractionally misaligned, and there is no hint system to bail you out. The in-game professor, a sarcastic Einstein look-alike, provides level introductions and commentary, but his remarks sour quickly and his portrait occasionally obscures the action. The option to mute him exists and you will use it. The difficulty also oscillates unevenly: a run of genuinely hard puzzles can be followed by three that are solved by placing two items in obvious spots, which kills momentum. And for a game built on a capable physics sandbox, the restrictions on where parts can be placed feel arbitrarily tight in spots, limiting creative alternate solutions that the engine could otherwise support. The sandbox mode, called My Lab, is where patient players recoup the value. Every component unlocked during the puzzle campaign becomes available for free-form contraption building, and the freedom there is considerably wider than the structured puzzles suggest. There is no online sharing built into this version of the game, which is a real gap, but the editor itself is comprehensive enough to keep tinkerers occupied long after the main puzzle list is cleared. If you have ever wanted a digital equivalent of the Mouse Trap board game with actual physics behind it, this is functionally that, and the windowed-mode support means it runs comfortably alongside other work on your desktop without demanding your full attention. For a strategy or sim-oriented player, Crazy Machines sits in an interesting corner: it rewards systematic thinking and iterative testing far more than reflexes or timing. The depth is not grand-strategy wide, but the per-puzzle decision space is genuine. Go in expecting a logic workout with occasional pixel-hunting frustration, not a polished modern puzzler, and it delivers. Diego, Scout Team

Crazy Machines
CasualStrategy

Crazy Machines

Dec 12, 2008Fakt SoftwareViva Media
GamerScout Says

Over 200 Rube Goldberg puzzles with a physics engine sharp enough to punish sloppy placement by a single pixel. Worth it if you can handle the professor's sarcasm.

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Screenshots & Media

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About Crazy Machines

I've spent enough time with systems-driven games to know when a physics engine is doing real work versus just faking it for aesthetics, and Crazy Machines earns its respect on that front. The game simulates air pressure, gravity, electricity, and particle effects as actual variables, meaning a balloon that drifts into a candle flame pops, a boiler heated correctly drives a steam piston, and tennis balls bounce differently than billiard balls because their weight and elasticity are modeled separately. That is the kind of cause-and-effect chain that makes a strategy brain light up, and it is the game's single strongest selling point. The puzzle structure is sensible for newcomers, even if the difficulty curve has a few odd lumps. Early experiments introduce individual components one at a time, which functions as a tutorial without ever labeling itself one. Your workspace shows fixed elements already in place; your inventory of available parts sits on the right sidebar. The job is to drag, rotate, and position the missing pieces to complete a chain reaction, whether that means getting a basketball through a hoop, allowing a turtle to reach its lunch, or blasting a robot into orbit. The game ships with more than 200 of these scenarios, and the part count per puzzle scales up steadily. At its best, a puzzle hands you a pile of dominoes, conveyor belts, springs, and magnets, tells you only half of them are needed, and leaves you to figure out which half. That decoy-component design is a genuinely clever wrinkle. The frustrations are real and worth naming plainly. Piece placement is pixel-exact, and the physics engine will not forgive you for being one grid unit off. A correct conceptual solution will fail silently because a domino is fractionally misaligned, and there is no hint system to bail you out. The in-game professor, a sarcastic Einstein look-alike, provides level introductions and commentary, but his remarks sour quickly and his portrait occasionally obscures the action. The option to mute him exists and you will use it. The difficulty also oscillates unevenly: a run of genuinely hard puzzles can be followed by three that are solved by placing two items in obvious spots, which kills momentum. And for a game built on a capable physics sandbox, the restrictions on where parts can be placed feel arbitrarily tight in spots, limiting creative alternate solutions that the engine could otherwise support. The sandbox mode, called My Lab, is where patient players recoup the value. Every component unlocked during the puzzle campaign becomes available for free-form contraption building, and the freedom there is considerably wider than the structured puzzles suggest. There is no online sharing built into this version of the game, which is a real gap, but the editor itself is comprehensive enough to keep tinkerers occupied long after the main puzzle list is cleared. If you have ever wanted a digital equivalent of the Mouse Trap board game with actual physics behind it, this is functionally that, and the windowed-mode support means it runs comfortably alongside other work on your desktop without demanding your full attention. For a strategy or sim-oriented player, Crazy Machines sits in an interesting corner: it rewards systematic thinking and iterative testing far more than reflexes or timing. The depth is not grand-strategy wide, but the per-puzzle decision space is genuine. Go in expecting a logic workout with occasional pixel-hunting frustration, not a polished modern puzzler, and it delivers. Diego, Scout Team

Tags

singleplayertier:aaaRube GoldbergPhysics PuzzlerChain ReactionSandbox EditorLogic-FirstPixel-Precise PlacementWindowed Play

Steam Deck & Linux

Steam Deck PlayableProtonDB Platinum

Valve rates this game Steam Deck Playable. Runs flawlessly on Linux out of the box. Based on 10 ProtonDB community reports.

System Requirements

Minimum

OS
Win 2000/XP/Vista
Memory
128 MB RAM
Graphics
DirectX 8 compatible graphics card with 32 MB RAM (TNT 2 or comparable)
Processor
800 MHz CPU
Hard Drive
60 MB free disk space
Sound Card
DirectX 8 compatible soundcard
DirectX Version
8.1 or higher

Community Discussion

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Reviews & Ratings

Metacritic
78

Game Info

Developer
Fakt Software
Publisher
Viva Media
Release Date
Dec 12, 2008

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What platforms is Crazy Machines available on?

Crazy Machines is available on PC.

When was Crazy Machines released?

Crazy Machines was released on 12 December 2008.

Who developed Crazy Machines?

Crazy Machines was developed by Fakt Software and published by Viva Media.

Is Crazy Machines worth buying?

Crazy Machines holds a Metacritic score of 78/100, making it one of the standout Casual titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.