Beyond Technology


You are an experimental robot developed by scientists on Earth. They are sure that you are the smartest of all robots. They have equipped you with powers that let you learn. Unfortunately, the research lab was shut down by the government and you would have been destroyed. But some of the scientists really wanted to see what you would be capable of doing, they were not allowed to do that on Earth, so they sent you off to another planet. A planet where no one has ever been to before.

The researchers were going to look at your behavior from Earth with the help of sensors and cameras, well, at least that was the plan. But during the landing on the planet, the engine of the ship failed and you drastically landed on the surface of the foreign and undiscovered planet. You, the robot, have been damaged and all of your past experience and memory have been corrupted and can't be accessed. Fortunately, the systems that let you learn and all of the sensors are all intact.


You, Beepo the robot, will discover amazing things on this foreign planet that is practically infinite in all four directions. You will be able to learn recipes to craft machines and other items, that will allow you to survive on this planet. This game is heavily focused around automation and semi-realism. Be prepared for cables, machines, logistics and all of that.


Almost all of the content in the game is loaded from files. These files are structured in a component-based manner. It is very easy to add new content into the game, you just type in all the component that you need for the new game object and the properties for it and you are good to go.

Should the tile be very hard to break and be only breakable if the tool used is better or equal to Steel? No problem, just add a MaterialComponent with the proper hardness and level.

Should the entity that you want to add have 50 health points and follow the player? Then add a HealthComponent and a properly configured AIComponent?


The game is still very early in development and a lot of the planned features are not yet implemented. Be sure to follow the Twitter page and read the articles on IndieDB, that come out every few months.

world generation f5

grass power

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Hello everyone,

Welcome to the seventh devblog of Beyond Technology. I am steadily making progress on the game, I want to finish and release it by the end of the year! I'm also turning 18 at the end of the December, so yeah.

Anyways, let's look at the changes I made last month.

The big thing I worked on is kinetic energy! This is the "power form" the player will be able to get at the start of the game, but it will stay until the end game. For now, there are only wooden versions of the tiles but there will be metal version as well, which are more durable and can take much bigger kinetic energy.

Currently, there are wooden shafts, which are used to transfer kinetic energy and gearboxes - can't decide on a name -, which are used to do a 90° turn, in the game, you will see what I mean in the pictures and the video. The thing with kinetic energy in my game is that it is not transferred, its static. A certain machine, let's say a sawmill will require a minimum of maybe 1000 RPM to operate.

There is also going to be a tile which splits the kinetic energy to 2 separate sides and a tile, which turns positive kinetic energy into negative kinetic energy and vice versa, basically flips the directions of the kinetic power.

provider all

As well as that I also made some changes and improvements to tile placements, if a tile has a flip component you can now flip it in the x and y directions. The same goes for the rotate component.

tile placement

I also wanted to get into crops soon, so I programmed a growable component. Right now it is only used to let grass grow. It has 3 growth stages.


I also worked on some under the hood stuff! I made some progress on recipes registration, used for crafting, which will hopefully be in the next devblog!

That is it! Be sure to write feedback in the comments!

See you in the next one,


Devblog #6 | World & Cave Generation, Power Conduits

Devblog #6 | World & Cave Generation, Power Conduits


In the last two months, I implemented world & cave generation, power conduits and also added some foliage to the game. A lot more content to come in the...

Devblog #5 - Complete Rewrite and Story News!

Devblog #5 - Complete Rewrite and Story News!

News 1 comment

I completely rewrote the game and I have an early technical demo to show you! Also, some story changes happened! Check it out!

Devblog #4 - Metal Casting, Doors and Fences

Devblog #4 - Metal Casting, Doors and Fences


In the last 3 months I added doors, fences, a new tooltip system and started to work on metal casting! Check it out!

Devblog #3 - Researching and Saving

Devblog #3 - Researching and Saving


In the month of december I added saving/loading, campfires and pebbles to the world of Beyond Technology!


Looks good so far! Keep it up :)

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ProRed Creator

Thank you!

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Beyond Technology
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Single Player

Latest tweets from @beyondtechgame

I finally finished the inventory with all the main features. I will be working on kinetic energy next. When that is…

Jul 8 2018

Sorry for not posting in a while! I have just now finished implementing the inventory and also tooltips! Still far…

Jun 21 2018

The basic functionality of the buttons is there. When they are clicked, a new queue item is added to the queue. Eac…

May 20 2018

Made some big progress on the crafting system today! Should be done by tomorrow! #gamedev

May 19 2018

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