Somewhere in a university basement, a forgotten machine is waiting.

Nobody remembers it. Nobody knows who built it, or why. You find it, and you start learning - not from a manual, but by watching, adjusting, and pulling the lever.

Antomata is a narrative data-flow puzzle game in which you operate GEB, a computing machine powered by trained ants. Your workers carry materials through tunnels. They emit pheromones, sense signals, and route information in ways that slowly reveal a logic you have to discover for yourself.

Then the professors show up. Each arrives with increasingly grandiose demands and a decreasing understanding of what GEB actually does. You become the only competent person in the building - quietly routing ant traffic to solve questions nobody should have asked a machine made of insects.

But GEB keeps producing outputs that are a little too relevant. A little too early.

Features:

  • 64 puzzles across three acts and Sandbox level
  • Two interacting networks: material flow (worker ants) and pheromone logic (signals and control)
  • A physical lever that starts each run, because buttons are for lesser machines
  • Cryptic output from GEB that accumulates into something that might be a portrait of a thinking machine

Development log

Comments

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(1 edit)

It seems like levels after 3 do not give enough pieces to solve as of yet

Sometimes you need to cheat :) 

im stuck on the 4th level. How can I solve a 4 output system with only 3 input goals?

Thanks, corrected. That was supposed to be a mechanic reveal, ended up as a mistake after mechanic got changed.

thanks! I'll try again