Game details

Ancient Machines

A physics puzzle game and construction sandbox where planks, balls, joints, triggers, collectors, hazards, and logic systems become playable machines.

Overview

A machine-building puzzle game

Ancient Machines is built around tactile physics: players solve levels by understanding motion, force, timing, object properties, and how different systems interact.

The game includes a detailed editor for building custom puzzles. You can place objects, tune physical properties, create moving platforms, connect joints, draw custom physics lines, use triggers and chips, and then immediately test the result in play mode.

Physics puzzles Level creation Trigger logic Collectibles Moving machines
Ancient Machines gameplay with coins, star, and platform layout

Gameplay

What you do in a level

Levels can be direct skill challenges, logic puzzles, moving-platform contraptions, or editor-made machines with chained events.

Move and Solve

Control objects, collect stars or points, reach goals, avoid hazards, and use momentum to complete the level objective.

Use Mechanisms

Interact with joints, motors, platforms, trigger zones, guns, magnets, damageable objects, and transform fields.

Create Levels

Build scenes with editor controls, object settings, game settings, advanced paths, physics lines, and custom object behavior.

Level modes

Three ways a level can be solved

Ancient Machines levels are not all built the same way. The selected level type changes what the player is expected to do during solve mode.

Build To Solve

The player solves the puzzle by assembling a machine from allowed objects. This is the budget-driven mode where every part and joint choice matters.

Touch To Solve

The level is solved through direct interaction with the scene: touches, drags, touch-triggered motors, touch destruction, and touch-driven trigger zones.

Jump To Solve

The level behaves like a platform challenge with a main character, platform ground, jumping, left/right movement, collectibles, hazards, and camera follow.

Ancient Machines editor interface

Editor

Full object control

The editor exposes low-level physics and high-level gameplay behavior. A single object can be a dynamic body, a sensor, a goal, a target, a collector, a gun, a trigger, a moving platform, a logic source, or part of a larger group.

The walkthrough page explains the control icons, object settings, object game settings, level-type details, joint types, joint settings, and dedicated Game Settings guides.

Systems

Built for complex puzzle logic

Ancient Machines has gameplay systems that can be combined: triggers activate chips, chips change objects, paths move platforms, and physics contacts can create new events.

Trigger Zones

Activate connected objects through contact, damage, timers, visibility, controls, motor limits, or other trigger zones.

Chip Logic

Read values from source objects, process them through formulas, and send results to destination objects.

Advanced Paths

Move platforms along configured paths with speed, looping, reverse behavior, delays, and touch or contact activation.

Media

Screenshots

Mechanism puzzle with saw and balloon
Gameplay with crates and ball
Gameplay with coins and platforms
Gameplay with tube and star path
Ancient Machines puzzle screenshot

Next

Learn the editor and systems

The walkthrough page is the complete web help: icons, settings, game logic, joints, and the advanced systems described in the project docs.