-
Notifications
You must be signed in to change notification settings - Fork 0
Release review gallery
Actual Rivet Reach screenshots captured on September 22, 2026, in the Windows optimization-review player at 1920 × 1080. This is a deliberately constructed testing world, with supplied resources and controlled creature populations. The machines, pipes, storage, farms, weather and creatures use the game’s real systems.

Thirty-two production lines combine boilers and alternators with solar and wind power. Crushers and electric furnaces process iron into bulk storage; batteries absorb surplus electricity. The warm furnace glow and moonlight come from the game’s lighting.

The fixture contains 1,518 industrial assemblies, including pipes and cables, plus storage/stations, a 512-cell crop plot, 64 persistent chickens and 14 deliberately placed hostile mobs. Separate checks exercise tanks, battery banks, bridges and a remote circuit maintained by an explicit Chunk Loader. Not every assembly is a processing machine, and not every object is visible in each camera view.

The same factory is tested in clear weather and storms, with inventory use and journeys far enough to unload its unprotected chunks. Weather preserves its ordinary presentation and power-generation rules.

Crops and persistent animals share the test with automation, so growth and movement run while machines are busy. Unloaded factories keep their contents and partial work but produce nothing: cover the required chunks if you want them operating while away.
These images show the test world’s appearance; they are not an FPS guarantee or a release certification. The repository’s optimization review records hardware, frame distributions, correctness checks and remaining limits. The PNG files are direct game captures, with no generated scenery or composited machinery.
Building and inventory · Renewable power · Crates and warehouses · Home
Rivet Reach · © Starbugstone · All rights reserved. These guides describe the current playable alpha.
Rivet Reach field guide
-
Tools and durability — faster tiers, remaining uses and worn-tool storage.
-
Electric Furnace — smelting and cooking with electricity.
-
Lava — deep lakes, buckets and burning hazards.
-
Floater — hovering stone enemies and Floater Rock drops.
-
Farming and cooking — wild crops, fibre and basic/electric food preparation.
-
Food and hunger — eating, saturation and meal planning.
-
Mobs — Rustback beetles, Dusk prowlers and Floaters; encounters, combat and persistence.
-
Compost — organic surplus, crop acceleration and bin automation.
-
Lighting and underground farms — cave openings and growing with torches.
-
Fishing — rod crafting, deep source-water ponds, bite timing and fish meals.
-
Chickens — lead, breed and raise a persistent flock; collect eggs and cook meals.
-
Building and inventory — picking blocks, sorting and farmland harvests.
-
Floater spawners — rare cave rooms, lighting and independent cage populations.
-
Spawn mechanics — light, floors, distances, natural populations, cage caps and persistent chickens.
-
Beds and home spawn — craft a bed, set home and sleep until morning.
-
Crates and warehouses — bulk storage, type locks and controller setup.
-
Item-pipe routing — editable receiver priorities, compatible destinations and round-robin overflow.
-
Weather — clear skies, rain, storms, shelter and saved weather.
-
Renewable power — solar panels, wind turbines and parallel battery charging.
-
Factory stress-test gallery — actual factory, storm and farm captures from the pre-0.1.0 review.