This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

Genre: Simulation
Platforms: PC, Mac
Languages: English
Jul 14, 2014 @ 8:06am
Feb 6 @ 4:36am
Recent Announcements View All (18)
Progress Update January 2017
I have been working on the game daily since December 1st after taking a break over November.

I need to tackle a list of bugs that I've reduced from 50 odd to just 9 in the last few months. I also need to finish Workshop integration, and implement a tutorial.

I am hoping I can have a gameplay video ready in February, and hopefully a release date set then too.

Single Player Mode?
ProtoMasons is meant to be a miniature virtual world builder, designed for multiplayer, that has life simulator elements, packed with small minigames to bind the gameplay together. Once the game is in EA, I hope to greatly expand on the minigames and novelties so players can have hours of content to explore.

It has come to my attention that sometimes it might be necessary to play alone. While you could choose to host a private server and play with NPCs, I feel like there should be more on offer, because the game mechanics rely on at least two people in some cases (especially the medical system, where you need someone to help you with things like surgery or the IV Fluid machine).

I've decided I will start implementing a single player campaign, which will allow you to explore pre-built enviroments, with specialised NPCs. The single player mode will still let you build a house, place furniture, and enjoy the life simulator elements, but you will be able to interact with a story driven by NPCs. There will be a limited introduction of this in the release, but it will be heavily scaled back to begin with. The single player story will be updated frequently after the game is released on EA.

ProtoMasons is still primarily a multiplayer game, but the single player features should be considered a complementary extra for the time being. Questions welcomed.

Hope 2017 is good for everyone so far. Thanks for reading.

Second Stage Testing [UPDATE]
Release date: TBD
Jan 2017 update: ProtoMasons has been developed over the past couple of years and it has changed significantly. I hope to release the game this year by February or March. I hope to deliver new screenshots and a video soon, but I have been withholding any media updates to the Greenlight page so far.

ProtoMasons is a unique freewill building game and life simulator, where players can create structures, manufacture products, and build electronics.

Players must also look after themselves by cooking foods, developing medicines, and researching technology. The game is designed to be a multiplayer experience but can be played in single player.

You play as a "Protomason", a specialist jack-of-all-trades engineer who can assemble material with the aid of a high-tech robot, known affectionaly as a "proto-pal". "Protomasons" are tasked with establishing new architecture on empty land.

Unlike other games with crafting and building themes, ProtoMasons is based on a simplified version of real world manufacturing, where all factory machines are mini-games, with the outcome of the mini-game influencing the quality of what you make.

  • Planned Workshop support; custom object and map mods, save and screenshot sharing.
  • Manufacturing system lets you create materials, goods, and electronics either by hand (using one of five factory minigames) or with machines that you build yourself.
  • Architectural designer lets you plan building blueprints which are constructed by robotic "Proto-pal" helpers, allowing you to make anything from small buildings to tall towers.
  • Simplistic electronic engineering system lets you create devices (such as desktop computers) starting with the individual components inside of them.
  • Featuring a simulated microworld with randomly occuring organisms, where players can either engineer their own bioweapons or help to research and find cures.
  • Fight illness and disease using medicines and hospital equipment to research, diagnose, and hopefully cure players (don't die or you'll be stuck as a ghost!)
  • Day / night system with simulated weather and daylight hours based on real-world patterns, complete with seasonal temperature changes
  • The fun doesn't stop when building is over; grow food, cook meals, decorate buildings with furniture, send robots into space, create artwork, and more.

    Developer comments
    ProtoMasons is a solo effort and I've been working on it since late 2013. It is not yet available for download, and it is still in development. In an ideal world, I'd like to first release it on Steam first, with the help of the community.

    The game is about combining ideas from real-world manufacturing and building, and presenting it in a fun, simplified way. Everything exists in a highly interactive world to add purpose to what you do. This is my take on what a sandbox game should be.

    Because it is still in development, there is a lot I have chosen not to show (don't want to spoil it all anyway). The visual style is reforming and changing a lot too, but you can get a fairly good sense of what it will be like from the video.

    Looking forward to any questions you may have.
Popular Discussions View All (7)
Jul 17, 2015 @ 3:59am
Price of game?
Jul 16, 2016 @ 7:51pm
Follow Development Progress
Aug 1, 2014 @ 8:37pm
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killahkik Jan 1 @ 4:02pm 
I think many of the people who have been waiting for this game would be okay with having bugs and maybe some missing features when it first releases.
Jewish Milhouse Jan 1 @ 5:23am 
I would be fine with a buggy release, it would be pretty funny seeing the outcomes
Thanks for actually talking to people.
Jargoons  [author] Dec 30, 2016 @ 5:49pm 
Definitely. I do believe it is stable and playable currently, I just need to do some more testing with my beta testers. Since ProtoMasons is meant to be played with friends online, I need to be certain there isn't anything sneaky that will disrupt the multiplayer experience.

My todo list is currently to prepare the store page, create a video, finish adding some options windows, add in a couple of player interaction features, and then we should be good for a final test and EA release if everyone is okay with the possibility of bugs on the first version. From that point on, as I have always said before, I intend to keep adding content to the game so there will be something new to try out each update.

Thanks for dropping by! As always, happy to answer questions if you guys have any.
Coolbloxxie Dec 30, 2016 @ 5:07pm 
I'd suggest if you release it, it'll be with a warning about bugs, features and glitches to be expected.
Jargoons  [author] Dec 30, 2016 @ 5:06pm 
Hello. Firstly, thank you for following since 2014. I really appreciate that you've taken the time to check up on this. Things slowed down a lot in 2016 because I started university, so I've had less time to work on it. However, I've been working on it since November on a daily basis. My main reason for not giving many updates is that a lot of the work consists of big things I've left until the end that make for incredibly boring updates. I regret not being more transparent about my progress. In truth, I am worried of releasing too early to EA and disappointing people, and it's hard to find a point at which I should stop and release it. I've had to make a list of things I will add progressively in updates after I release the game, as I intend to expand on it heavily after it comes out.

Maybe you can help; would you rather I release it ASAP and build upon missing features in updates, or would you be put off if the initial EA release was a bit buggy or missing a few features?
Jewish Milhouse Dec 30, 2016 @ 6:18am 
Is the game dead?
I've been following since 2014 and it feels like the game is not being worked on
Coolbloxxie Aug 20, 2016 @ 8:56am 
No problem.
Jargoons  [author] Aug 20, 2016 @ 7:54am 
Whoops, thanks!
Coolbloxxie Aug 20, 2016 @ 5:25am 
Just a heads up, the estimated release date in the desc is outdated.
Might wanna fix that.
Jargoons  [author] Jul 16, 2016 @ 5:52pm 
I updated the "Second Stage Testing" annoncement with some more info. Basically there were more bugs found and it was decided that some of the minigames needed to be visually redesigned because they weren't quite right.