Uploaded August 2026 | Updated September 2026, 2 weeks ago
Welcome back to Sandustry!
Episode 16 begins exactly how every successful factory episode should:
stuck in a hole surrounded by sand.
And unfortunately, the sand continues to be an absolute nightmare.
Even tiny pieces keep finding their way onto the production belts, contaminating resource lines and forcing me to keep cleaning everything up. The regenerating sand is a cool mechanic… right up until you actually have to build a factory anywhere near it.
Back at the factory, I continue improving our huge snow processing system, making sure the ridiculous amount of snow we’re mining can actually be processed efficiently instead of backing everything up.
The resource lines also get another round of upgrades as I experiment with launchers, filters and different ways of keeping materials moving. At one point I realise what I really need is a filter launcher — something that would only launch the resource it’s supposed to detect.
And then there’s the important stuff:
GOLD.
We nearly manage to lose some of it in the middle of all this chaos, so I keep refining that part of the factory until we have an advanced filter dedicated to letting only gold through.
So this time we’re battling endless sand, improving our snow-to-water processing, squeezing more throughput out of the factory and making absolutely sure none of that precious gold gets thrown away.
The map is disappearing one chunk at a time.
Welcome back to Sandustry!
Welcome back to Sandustry!
Episode 16 begins exactly how every successful factory episode should:
stuck in a hole surrounded by sand.
And unfortunately, the sand continues to be an absolute nightmare.
Even tiny pieces keep finding their way onto the production belts, contaminating resource lines and forcing me to keep cleaning everything up. The regenerating sand is a cool mechanic… right up until you actually have to build a factory anywhere near it.
Back at the factory, I continue improving our huge snow processing system, making sure the ridiculous amount of snow we’re mining can actually be processed efficiently instead of backing everything up.
The resource lines also get another round of upgrades as I experiment with launchers, filters and different ways of keeping materials moving. At one point I realise what I really need is a filter launcher — something that would only launch the resource it’s supposed to detect.
And then there’s the important stuff:
GOLD.
We nearly manage to lose some of it in the middle of all this chaos, so I keep refining that part of the factory until we have an advanced filter dedicated to letting only gold through.
So this time we’re battling endless sand, improving our snow-to-water processing, squeezing more throughput out of the factory and making absolutely sure none of that precious gold gets thrown away.
The map is disappearing one chunk at a time.
Welcome back to Sandustry!






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