Mindustry Cheats

Mindustry Hack 7.146.0 + Redeem Codes

A factory management TD/RTS

Developer: Anton Kramskoi
Category: Games
Price: $1.99 (Download for free)
Version: 7.146.0
ID: io.anuke.mindustry


Game screenshot Mindustry mod apkGame screenshot Mindustry apkGame screenshot Mindustry hack


Mindustry is a factory-building game with tower defense and RTS elements. Create elaborate supply chains to feed ammo into your turrets, produce materials to use for building, and construct units. Command units to capture enemy bases, and expand your production. Defend your core from waves of enemies.

Gameplay Features:

- Use production blocks to create a wide variety of advanced materials
- Defend your structures from waves of enemies
- Play with your friends in cross-platform multiplayer co-op games, or challenge them in team-based PvP matches
- Distribute liquids and fight constant challenges, like outbreaks of fire or enemy flier raids
- Get the most out of your production by supplying optional coolant and lubricant
- Produce a wide variety of units for automatic management of your base or assault on enemy bases
- Set up assembly lines to construct armies of mechanized units
- Use your units to square up against fully functional enemy bases


- Conquer the planets Serpulo and Erekir as you advance through 35 hand-made maps and 250+ procedurally generated sectors
- Capture territory and set up factories to produce resources while you play other sectors
- Defend your sectors from periodic invasions
- Coordinate resource distribution between sectors via launch pads
- Research new blocks to fuel progress
- Invite your friends to complete missions together
- 250+ technology blocks to master
- 50+ different types of drones, mechs and ships

Custom Games & Cross-Platform Multiplayer:

- 16+ built in maps for custom games, in addition to two entire campaigns
- Play co-op, PvP or sandbox
- Join a public dedicated server, or invite friends to your own private session
- Customizable game rules: Change block costs, enemy stats, starting items, wave timing and more
- Full functional map editor with scripting support

Version history

- Fixed a variety of issues with unit & block cost multiplier rules
- Fixed many various crashes
- Fixed pathfinding not being able to path through solid enemy blocks
- Fixed naval units sometimes attempting to pathfind through land
- Fixed water tiles with space background resulting in a black background
- Fixed internal legacy blocks being logic constants
- Fixed power node double-click leading to interaction rate limit triggering
- Fixed units sometimes being unkillable
- Fixed units with long paths sometimes recalculating forever
- Fixed serious issue with player units getting bugged in certain maps with puddles
- Fixed Neoplasia reactor sometimes not exploding
- Fixed units randomly dying when hitting corners
- Fixed piercing bullets permaturely hitting blocks "under" bullets
- Fixed missiles dealing double damage to units
- Fixed FPS not limiting accurately
- Added setting to disable all lighting
- Added logic unit autoPathfind command (default wave pathfinding)
- Made logic unbind command set `@unit` to null
- Made "any" environment accessible outside of sandbox
- Made payload loaders no longer accept inputs from payload unloaders
- Added logic sensors for shields, content ID (inverse of lookup command)
- Added logic particle effect instruction
- Added logic sync instruction
- Setting factory output points now updates "last accessed"
- Disabled team switching menu in multiplayer outside of sandbox/PvP
- Decreased canvas block silicon cost slightly
- Scathe ammo usage decreased to 15
- Buffed Precept unit
- Fixed crash when opening message blocks or multiline text input areas on certain devices; reverted to single-line text fields
- Fixed a crash when placing blocks
- Fixed adding schematic icon tags breaking the game
- Misc pathfinding bugfixes; units should not get stuck moving backwards
- Legged/insect units should no longer pathfind around solid blocks they can step over
- Fixed messages and other blocks only displaying single-line text fields
- Fixed logic icons for certain content being squished
- Fixed a freeze caused by stack routers
- Fixed Base AI not working sometimes
- Fixed map flags added in objectives not syncing
- Fixed a crash related to editing canvases
- Added votekick reason option, made votekicks cancel-able by admins
- Added button for admins to switch player teams
- Added fill erase mode to editor
- Made Serpulo attack sectors not invade nearby sectors while you are attacking them
- Various improvements to the schematics UI
- Starting unit command can now be selected in reconstructors
- Units now retain their last command when controlled and un-controlled by players
- Fixed Mindustry consuming ~44mb more RAM on startup than v6 did
- Fixed logic blocks not re-enabling a block when unlinking from it
- Updated various Serpulo turret sprites/animations
- Re-added the base builder AI rule and enabled it in the existing custom game attack maps
- Buffed Tecta unit
- Improved schematics used in base generation on Serpulo
- Fixed "any" environment button not enabling
- Fixed a crash related to an experimental rule being enabled on certain servers
- Fixed lag caused by sorters updating minimap very quickly
- Fixed Serpulo generated bases sometimes having unlinked power nodes
- Fixed invalid liquid consumption stats on plasma bores
- Doubled max schematic size
- Canvas blocks now show their image preview in the schematics dialog
- Added building damage indicators to minimap
- Added logic pathfind instruction - supports arbitrary coordinates
- Added unit health multiplier rule
- Added map 'ends after wave' rule
- Added search bar for wave UI
- Added piston regions to blocks that did not have them
- Added search bar to custom game menu
- Added 'rebuild area' button
- Improved server list UI
- Fixed startup crash when changing UI scale to 5%
- Fixed network error when calling world logic explosion instruction with a null team
- Fixed sector background simulation not taking into account builder/repair units
- Fixed server-side network error when placing certain large logic schematics
- Fixed force projector hitbox being a square
- Fixed blank weapon stat boxes for certain units
- Fixed various regressions from last release (batteries being broken in mods, server menus not closing...)
- Made duo barrels move separately when shooting
- Improved stat display for various blocks
- Fixed some keybinds missing translations
- Fixed a long-standing pathfinding issue of enemy wave units exhibiting "confused" behavior in certain maps
- Fixed a server exploit that allowed users to block others from connecting
- Made entity sync network errors log a warning instead of forcibly disconnecting clients
- Made server list show multiple servers per row on wide screens
- New UI for turret/unit weapon stats in core database
- Improved support for modded planets with different radii
- Added world logic setProp instruction - while unfinished, this instruction allows world processors to set attributes of buildings and units, like health or items stored
- Actually fixed host research not syncing to clients correctly (for real this time)
- Fixed sublimates targeting ducts but being unable to hit them
- Fixed repair turrets incorrectly displaying status as red when not targeting
- Fixed 'hidden' content (planets, etc) displaying in list of mod content
- Fixed several crashes
- Fixed Oct shield break effect being hexagonal
- Buffed Conquer slightly, nerfed Collaris range slightly
- Made Disrupt/Quell no longer target air units
- Added a boost toggle command for units that can support it (nova, etc) - keep in mind that these units cannot shoot when flying, and will not try to find a landing position if blocked
- Minor bugfixes
- Fixed many various crashes
- Fixed world message being replaceable
- Fixed various Serpulo sectors having no waves
- Fixed inaccessible resources under blocks appearing in sector resources info
- Fixed units following wrong team when assisting
- Fixed liquid puddles not syncing in multiplayer
- Many other minor bugfixes
- Improved loading speed of maps with many power graphs
- Improved performance of entity removal (should make effects/bullets less laggy)
- Made Oct shield an octagon
- Made block statuses flash when low on power/liquid instead of staying green
- Disabled campaign research/state syncing across multiplayer due to confusion - campaigns should be completely separate now
- Decreased Scathe fog uncover range (75% of range -> 40% of range)
- Increased Quell build cost
- Nerfed Locus, buffed Vanquish, Conquer, Cleroi
- Added rule for unit crash damage
- Fixed many minor bugs relating to the recent v7 release
- Erekir, an entire new planet with its own campaign to complete
- An entire new tech tree of blocks, units and items
- 100+ new blocks to research
- Countless bugfixes, new features and QoL improvements
- Fixed build being displayed as "custom build"
- Fixed bridges being planned without unlock in campaign
- Fixed player moving slower on servers with status effects
- Fixed player not respecting formation speed on servers
- Fixed separators consuming power when idle
- Fixed logic blocks not saving buildings on reload
- Fixed rare door placement crash
- Fixed logic units being able to take/remove items from any team block
- Improved power node link preview
- Reduced Nova range slightly
- Added list of status effects to core database
- Added status effect display to bullets (icons contributed by @sk7725)
- Added bullet stats for continuous laser turrets (e.g. Meltdown)
- Made bridges autolink when dragging multiple lines
- Disabled logic unit building for servers by default
- Internals: Removed all code for disposing resources on exit; this should be handled by the OS now
- Logic: Made dead sensor return 1 for null, to simplify validity checks
- Logic: New text parser; supports defining and jumping to labels with name: instead of numbers
- Logic: Added support for negative draw coordinates
- Logic: Disabled packets for config; may desync, but will help reduce lag
- Campaign: Various tweaks to make background simulation more accurate
- Various minor bugfixes
- Made water extractor use metaglass for building, to be consistent with pumps
- Added automatic conveyor/conduit bridging over obstacles
- Added 'defender' AI for Oct; follows nearby units
- Cores can now replace most transport blocks; turrets can now replace each other
- Improved bridge & power node linking previews
- Buffed Segment & Vela
- Added logicUnitBuild rule; Sandbox server owners are advised to disable logic building with `rules add logicUnitBuild false`.
- Logic: Changed default unit control state to be 'idle', not 'stop'
- Logic: Made config / unit building instructions accept buildings as configuration to copy their config. This allows for self-replicating processors.
- Logic: Added sensors for `dead`, `controller`, `size`, `boosting`
- Logic: Made `controlled` return ctrlProcessor/ctrlPlayer/ctrlFormation/0 depending on controller type
- Logic: Deprecated "commanded"; use `controlled` instead! This sensor will be removed in a future release.
- Logic: More hints
- Fixed player health bar glitching out at negative health
- Fixed large power nodes sometimes not connecting to placed blocks
- Made unit payloads draw with correct cell colors
- Made all mods automatically get disabled upon client startup crash - can be disabled in settings
- Decreased impact reactor explosion radius
- Decreased projectile building splash damage for smaller radii
- Decreased splash damage radius for many various projectiles
- Logic: Made invalid sensors for units return `null`
- Logic: Added tooltip support, accessible with long-press
- Mods: Stricter null checks for JSON mod objects
- Mods: Added support for `abilities:` and `requirements:` in JSON unit definitions
- Mods: Added support for `DrawBlock` parameters in JSON
- Fixed enemy power nodes getting linked w/ allied ones, leading to buggy power behavior
- Fixed chat not working when paused
- Fixed 128+ cores on map breaking servers
- Fixed editor breaking building links on resize
- Made turrets/units take enemy hitbox size into account when targeting
- Made builder/repair AI flee from enemies when idle
- Made data export zip include folder entries and strip absolute file paths - this may fix some issues with external archive programs
- Added rules for unit cap control
- Added new splash damage algorithm - should lead to faster & more accurate explosions, but may require balancing
- Added log file for data-loading events - should assist with fixing the data wipe bug
- Mods: Fixed trailing commas in hjson files being parsed as part of unquoted strings
- Mods: Many various bugfixes for json effects
- Logic: Added `===` operator for exact comparisons, e.g. null checks
- Logic: Made 'invalid' operations - such as sensing null blocks or 0/0 - return null instead of 0
- Logic: Fixed units disappearing when moving to infinite position
- Logic: Added sensor for force projector heat
- Fixed a black screen appearing after switching applications in certain situations
- Fixed notch covering up left/right UI elements after rotation
- Fixed logic blocks resetting state on map load or connection changes
- Fixed "#" in any logic string breaking instructions
- Fixed crawlers not exploding next to cores
- Fixed certain status effect combinations not triggering damage
- Fixed waves being infinitely skippable when game is paused
- Fixed constructed blocks sometimes having low health on servers'
- Fixed enemy core items not syncing
- Fixed insect units not being able to walk over solid blocks on space floors
- Re-added bloom option
- Buffed Fortress, nerfed Scepter, buffed Reign, buffed Vela
- Made vaults/containers able to replace conveyors
- Made Surge Alloy discharge lightning when destroyed in containers (Contributed by @sk7725)
- Made player stop shooting when a controlled suicide unit is killed (prevents Crawler chain-deaths)
- Made team colors for relevant blocks display during placement (Contibuted by @Quezler)
- Improved liquid bridge throughput
- Improved power network removal performance
- Added list of content to mod info dialog
- Added icons to mod browser
- Added re-import button to mod info - only works for newly imported mods
- Added "Repo" button to mod info
- Added unit armor stats to database
- Added unit production time to unit factory database
- Improved mod browser layout on wider screens
- Made mod importer/browser use the default Github branch for downloads. The "6.0" branch is no longer checked first - make sure your default branch is set up correctly!
As 6.0 is more or less stable now, updates have slowed down significantly. This is likely to be one of the last notable releases before 7.0.

- Fixed same-line logic comments not parsing
- Fixed mass driver rotating before payload is received
- Fixed bullets dealing splash damage twice upon collision - splash damage of certain bullets has been increased to compensate
- Fixed floating point errors in core database leading to incorrect rounding
- Fixed unit payloads snapping rotations when entering reconstructors
- Fixed builder AI placing drills on incorrect/mixed resources & clogging crafters
- Fixed editor mirror filter being offset in certain situations
- Fixed music randomly cutting off after quit to main menu

- Campaign: Made invasion chance scale with nearby enemy base count
- Campaign: Added 20-minute invasion grace period after sector capture

- Made impact reactor warmup time scale with boost
- Made players prioritize highest tier core when respawning
- Made logic programs reset all state on edits
- Made logic blocks no longer change 'last accessed' names when no edits are made
- Made naval paths preload on maps with spawn points on liquids
- Made Plastanium sprite slightly more distinct
- Made ground units avoid walking in slag/deep water even when it is the only valid path
- Made fire disappear faster in rain
- Made conveyor items render under most blocks
- Made server prevent duplicate IP connections
- Made crosses render on item/liquid sources & sorters in schematics
- Made building disabled state save upon world reload
- Made status indicators smaller for 1x1 blocks
- Made mod browser list mods by last update time

- Implemented automatic mod list updates (currently, every 4 hours)
- Improved unit selection visuals
- Improved power status information
- Added boost % bar too overdrive projectors
- Added IPv6 address support to join dialog
- Added core item incineration rule
- Added carried payloads to unit status bars & info
- Added slight shine effect, triggering upon building rotation
- Removed overflow gate inventory
- Increased power source output
- Many other minor bugfixes & tweaks
- Fixed touches not registering
- Various minor bugfixes
- Increased power source output again
- Improved building beam visuals
- Improved performance of maps with many adjacent power nodes/batteries
- Disabled weather in editor
- Better notch padding
- Fixed Quad AI
- Fixed crash in conveyor upgrade pathing
- Fixed other various crashes
- Made payload pickups prioritize units in blocks instead of the blocks themselves
- Increased foreshadow coolant effectiveness, but slightly decreased rotation speed
- Improved space skybox scaling
- Added building damage stats to bullets
- Added WIP mod browser for GitHub mods
- Added preview of currently queued block for other units in certain situations
- Added automatic bridge spacing when using lines
- Added bridge link preview
- Added rule for persistent ("always") weather
- Better scrap wall textures & rotate-able thruster
- Made Plastanium conveyor unloadable
- Made building pause status sync in multiplayer
- Slight pulsar damage nerf
- Fixed flying unit AI
- Made conduits/conveyors upgrades follow paths
- Decreased junction item capacity
- Many various small bugfixes

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4.6 out of 5
802 Ratings


Great game but a few concerns
This game is really great but there are a few concerns with it, the first major concern being that you cant start the next wave until all the enemies are defeated on the current wave. it would be really nice for when you have a solid defence already built to be able to spawn in multiple waves at a time as it gets boring waiting for all the enemies on a current wave to die.
a few other problems are that you lose your building plans when you die so you have to lay them out again, and this also happens when switch to build something else already laid out. My final issue is that you cant switch to fighting without cancelling all building plans.
other than that however this game has greatly improved with the updates and I am very happy with how the game has turned out. The level design is different enough between every level to warrant playing them and the unlock tree is a great addition that rewards collecting rescources. all in all great concept for a game that really works. Im looking forward to see if there are any new updates.
Lonny Beal,
Addictive game, but not fun…frustratingly hard
The game has good graphics, but is poorly play balanced. The dev wanted to challenge a few, but at a cost of frustrating the many. My time is more valuable to waste it on something that isn’t fun. Players will spend hours micro managing their resource collection and defense system, which will be destroyed by an overly powered guardian that can attack from the limits of your attack and quickly destroy your defenses. After countless hours and many attempts, you will eventually struggle and defeat the guardian and capture the sector. You would feel a sense of accomplishment, but it will be short lived. While playing the next sector, you will receive a message that the hard win you spent hours to obtain was lost without your attention, despite adding formidable defenses (impact reactors, cryo fueled meltdowns) after your win. No fun! Sectors with few resources (easy sectors) are attacked after you leave the sector and require resources from other sectors to even try to regain. The enemy difficulty needs to be lowered, and/or a mid-play save option. Attacks on sectors without your attention should be put on hold until you enter the sector…losing without fighting is not fun. 5 cryo fuel meltdowns hitting an air guardian still fails. At the same time, 5 tractor beams won' pull the same air guardian to your row of cryo enhanced thorium tornados. If these defenses don’t work, why try?
Every Once In A While A Game Comes Along
One that really seems like it shouldn’t be available on mobile, a genuine full PC title. Here, you’re getting one for $0.99.

- Great, ramping gameplay.
You can go to new areas and unlock new things at your own pace, and it isn’t difficult to do so. The unlocks make the game progressively more complex, and as you advance to new features and master old ones, you’ll feel like you’re really accomplishing something.
- Satisfying construction.
Using the pause function to assemble a huge base, and then watching it all get realized is... bliss.
- Aesthetic.
The pixel art has a great feel to it, and watching the smoke come out of your mines as the conveyors carry around metal is wonderful.
Most mobile games these days, even ones as simple as pong, SLAUGHTER your battery life... Luckily for you, dear reader, this game doesn’t even make my phone get warm after an hour+ of gameplay.
- Multiplayer
AND it’s multiplayer! What?!!?
- Great alt-tab functionality
When playing single-player, you can go do other stuff and come right back, the game will remain ready for a while, and it autosaves constantly just in case!

- Placement system
I disagree with this one, since I kinda like it, but if you have big fingers my two friends who I got to try it said that it felt clunky since they couldn’t see under their fingers while queuing placements.
- Good
If you’re lame, you won’t like it... ¯\_(ツ)_/¯
Great game, confusing update schedule
I only have one thing to say about this game. ITS BLOODY AMAZING! Despite only having it for just over a week I’m already hooked it’s that good. However not but the next day after downloading it I found that I couldn’t join any of the servers as they were on version 122 (for mobile) and I am on 121. I had originally figured that it would be the usual day or two after the update to the servers before I would receive it as well. That update has yet to arrive almost 5 days later. This could just be bad timing on my end or that this might be the usual schedule. Aside from this slight issue it’s a great overall game. Great graphics, great community, and most importantly, creative. I honestly see this game some time soon reaching the popularity of factorio, however despite the fact that the game is basically in early release and things are still being added in and changed I don’t think this game will ever TRULY be finished like for example Halo.

P.s Sorry for the long review but I’m not good with words. KEEP UP THE GOOD WORK!!!
Like Factorio for Mobile
This game is a lot like Factorio, with the base-building, resource gaining, production, etc. The main difference is that this is faster-paced since it revolves around combat, where Factorio revolves around expanding production.
Right now, after a certain point, you can’t really progress more, since for example, shields can barely be upgraded. I think there should be a way to upgrade those because at extremely high waves (200 for example) they get instantly decimated.
However, the game itself is very fun and addicting, and it has mod support, so that shield issue can probably be easily fixed by downloading a mod.
I highly recommend this game, because it’s incredibly fun and it only costs $1 (no micro transaction bs). It’s also open source, so you can follow the development of it and contribute if you want!
Best game ever
I NEVER do reviews, especially game reviews. Ive maybe done 3 in my entire life. But this….this game….id rate it 6 stars if i could. Every once in a while a great mobile game comes around, but very rarely do they pack this much goodness in the game. I wouldve easily paid $10 for it. The campaign is long, the controls adapted from the PC version actually work, which is very rare! There are a crap ton of mods, easily browsable in game. And its got every amazing aspect of tower defense, base building, upgrade tree, etc. I cannot say enough good things about this game. Its like, remember back when you were a kid, you found a game and its almost this sense of freedom because now you can have fun playing no matter where you are? Im getting that feeling again. Church is gonna be a good time today! Haha!
Simply fantastic
Ok, I’ll start this off by saying this game is a full fledged, time consuming Game. I’ve probably put hundreds of hours into this game and there’s so SO much content. The main tech tree is time consuming but satisfying to slowly upgrade your weapons and reach new machines. If you’ve heard of factorio it’s something like that. If you get bored or want to tweak stuff, there’s a mod menu with dozens of mods for ease of life. I recommend 2x conveyors, it make it feel far better paced.

There’s dozens of levels with ranging levels of difficulty and materials to mine. Also offensive levels where you have to build an army to take over a level.

Overall: if you’re looking for a pretty complex factory base builder base defense game you can really sink your teeth into, this is the perfect game for you.
Super good but a few things to add
so I’ve been playing Mindustry for the past month and I like how there’s sandbox mode and survival instead of one main thing but a few things I wanna ask are, first can you add a feature that removes the sandbox things or keeps them but adds an option to make all the guns/towers to be automatically loaded when you build them so you don’t have to put down a million item sources. Second, instead of having to go to the discord on mobile make it so there’s a workshop type of thing kinda like steam workshop or something anyways this is a super good game with a cool concept and it’s worth the money so anybody that’s not a developer that’s reading this you should get the game. ΘιΘ
A 2000 hours Gigachad T-Rex of a game for 99 cents!
After a few days sunk into this game, I’m sold. Not only is Mindustry’s core mechanics every bit as compelling and polished as Factorio, it’s also got a drastically better single player campaign with progression features that I wish Factorio could learn from.

The space and resource constraints also keeps the levels fresh. You don’t really get a lot of chances to build a mega factory with 16 x 16 conveyor bus lanes, rather every level forces you to make the most of the available space and more often than not, you’re spending your time solving pixel-art-sized puzzles to fit your little artisan boutique mining operation rather than load-optimizing and future-proofing your production throughput with unlimited space to expand. It’s different, but just as surprisingly fun.

Unit building is also a welcome addition to the genre. I wish I could have more granular rts control over my units and that pathing weren’t so painful over conveyor lanes but it’s still an awesome experience to be on the other side of the tower defense game for a change.

Love the game!
Fantastic Game; Awkward Controls; Only 9:16 res
The game itself is high in quality and substance. It’s an RTS tower defense, and it’s a blast. The music is extremely fitting for the moment to moment gameplay, sound effects are satisfying, and the mechanics are rich. This is a full fledge PC game with a notably amazing port given the difficulty in doing that. However, the building system (the tracks specifically) can be a bit awkward at times. It works, but you will often slip just a bit in the wrong direct and have to annoyingly redraw whatever you were building.

Also, the game does not support full screen on the iPhone X or later—as the game is locked in a 9:16 aspect ratio. This might not matter to some, but this is a big downside for me. If the developer reads this: please add full screen support!!!