Scrap Empire
SCRAP EMPIRE
Start with a rusty cart.
Collect. Sell. Upgrade. Automate.
Build an empire from the world's leftovers.
THE EMPIRE STARTS HERE
You don't need a factory to become an industrial giant. You just need some scrap, a place to put it, and the willingness to keep pushing.
BUILD YOUR EMPIRE
Turn worthless leftovers into your first source of income.
Sell your materials and reinvest every dollar.
Better equipment means faster and bigger production.
Build a production chain capable of handling more.
Keep your empire growing even when you're away.
There is always another upgrade to chase.
FROM SCRAP TO EMPIRE
One rusty cart. Manual work. Every piece matters.
Better equipment, more production and greater efficiency.
Automation, expansion and an operation far bigger than where you started.
THE FIRST BUILD
SCRAP EMPIRE // EARLY BUILD
This is the first version of Scrap Empire.
More content, systems, upgrades and features are planned
for future updates.
| Updated | 12 days ago |
| Published | 16 days ago |
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 3.4 out of 5 stars (5 total ratings) |
| Author | polidev |
| Genre | Simulation |
| Tags | Automation, Clicker, Economy, Idle, Incremental, Management, Tycoon, upgrades |
| Average session | A few minutes |
| Languages | English, Spanish; Latin America |
| Inputs | Mouse |
| AI Disclosure | AI Assisted, Code |
Development log
- Alpha 5.0 Scrap Empire14 days ago

Comments
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I doubt the game is made with AI. It follows the same pattern from Balduran's games.
Good and possibly too long game.
I suggest play with autoclick for faster progression.
5/5
Featured in this week's Weekend Games :)
icky AI.
is this made with ai
pretty sure at least some parts are made with AI. I always stumble over stuff that is hidden in tabs, while it should be on the first page/overview. Also, if stuff is unbalanced, that might be AI work (AI coded a functionality as intended, but balancing has to be done "by hand" afterwards).
Pretty nice game, flow seems good at the start and slows dont towards "the end". Some suggestions to improve the experience:
- Overview of current production: Telling me how much each guy produces is nice, but I need to know how much they collect/refine in total (do i need more collectors or refiners?), it should be made clear that collection doesnt happen during night.
- Logistics needs a bit more explanation. Also, why can I hire collectors and refiners from the "main tab", but for logistics I have to go into production? Logistics needs upgrades (I wasnt able to have a good income from the last area, cause logistics doesnt scale as well as the rest).
- contracts: you should be able to ditch/deny contracts. sometimes you know that you wont get what is needed in time. "new contract coming up in ... min" would be a nice addition.
- research doesnt scales very good, you are done with it very fast. researching new stuff needs a bit more info (e.g. "recipes 10 of 100 found" or something like that), the hints are a very cool idea
- crew needs more explanation (what do the different stats contribute in detail?)
- energy management seems fine, but a clock would be nice
- auto sell needs improvement, you should be able to check/uncheck what you want to autosell OR exclude contract stuff
overall really fun, short idle game!
Thank you so much for the detailed feedback! I'm really glad you enjoyed the game.
Your suggestions are really useful, especially the points about logistics scaling, production overview, contracts, and auto-sell. I'll definitely keep them in mind for future updates.
I'm also glad you liked the research hints! The game is still pretty early in development, so feedback like this helps a lot with figuring out what needs more explanation and what systems need improvement.
Thanks for taking the time to play through the game and write such a detailed review!