For those who don't know -- while Zachtronics is no longer making games, Zach Barth is still active now under the company Coincidence Games. They just game out with a spacecraft engineering puzzle game:
Without specifically looking into it but just going off of Steam releases and headline, I'd assumed Zachtronics closing was Zach Barth leaving the scene, and the company that made Kaizen etc were some of his former colleagues continuing on without him.
But apparently the Kaizen-making company is still Zach Barth?
So what was Zachtronics closing then? Him changing his mind and coming back a year later? Why throw away the brand? As cringingly shallow as that sentence was to type, a new "Zachtronics" game was a reflexive auto-buy for many people.
Here is something I (Zach) wrote up a while ago in an attempt to explain it:
> Back in 2016, we sold Zachtronics to a company called Alliance, who we worked for as employees and made all the Zachtronics games from SHENZHEN I/O onward. In 2022 we stopped working for them and started a new studio called Coincidence, which we own and run as a sort of co-op that allows us to work on projects together, or not together, or anything in-between. (By "we" I mean the five of us who made all the Zachtronics games from SHENZHEN I/O onward; the team was much more dynamic before that, as described in the first few pages of ZACH-LIKE.)
> I still work for Alliance and maintain the Zachtronics games, but we don't own any of that IP, so anything new we make is going to be attached to the new studio and the new name.
(I did spend a year teaching computer science at a public high school, but that overlapped the last year of Zachtronics, rather than being between Zachtronics and Coincidence like it's often reported.)
At Coincidence, we have released two puzzle games so far, Kaizen: A Factory Story and U.V.S. Nirmana, and have more (four?) in the works. I'm hoping that I'll get to work on some less-obviously-in-the-genre games soon, but I haven't git initted anything yet so I guess it's too early to say.
My favorite is 20th Century Food Court in Last Call BBS. Some of the other games remind me too much of work (I’ve bought all of them including the coincidence card games but I have only beaten this one), whereas this one reminds me of fun times I had making synths in Logic and VCV Rack for fun. Highly recommend!
I always wished they would make a management or simulation game, I think 90% of all programmers play Paradox games or Tycoon games etc. and I know their take on it would be amazing.
As others already have I just wanted to thank you. Spacechem is not only what made me start playing games again but playing with computers altogether after a rough couple of years, and will forever be one of my favourite gaming experiences. So happy to hear you’re still making so -and-aptly-called Zachlikes!
I adore your games. Would be curious to know your thoughts about using AI for game development. Personally I find it gross, but I am trying to be open to different views.
It's good at some things (research and programming) and terrible at others (art and game design). In general, I try to look past the tools being used and focus on what is being made.
Can you extrapolate a bit? Why is GOG an undesirable platform to be on, especially as you seem to be fine with DRM-free releases elsewhere (which is awesome, btw)
Finally, thank you for SpaceChem! Still great, even after all these years
My understanding is that GOG is not necessarily undesirable, but they are very selective: Unlike Steam or Itch, you have to convince them that it's worth their while to sell your game. And their choices of what (not) to sell are not infrequently baffling. Lots of developers have gotten burned by that, including Zachtronics
I have a hard time believing that GOG rejected a Zachtronics game. They're popular, high quality, and a good match for the GOG audience. An GOG already sells several of them (I own SHENZHEN I/O and Spacechem on GOG).
The rejection of Opus Magnum got a lot of attention at the time, which probably caused GOG to reconsider. But most developers don't get that kind of attention, if a game of theirs is rejected. I've seen multiple developers of games that I like, saying that they've given up on GOG because of the curation
Zachtronics wrapped up because they all got a bit burned out by the yearly release pace, and Zach tried to become a teacher. He didn’t like it, and when the rest of the team continued making games, he joined up with them and thus Coincidence. Further down the discussion I shared a podcast where he tells the story.
I understand why he might not want to and hope I would have the character to do similarly in his place, but they should really lead with "by Zach Barth" rather than "from the original Zachtronics team", which still sounds great, but tbh at least for me bumped it from "buy and play immediately" to "wishlist".
From other comments in this thread, it seems I am not the only one who misinterpreted that as not including Zach himself
> So what was Zachtronics closing then? Him changing his mind and coming back a year later? Why throw away the brand? As cringingly shallow as that sentence was to type, a new "Zachtronics" game was a reflexive auto-buy for many people.
It's not clear that this happened here, but I could imagine that someone successful enough not to need the money might literally prefer to have their work evaluated on its own merits and not have the outsized level of attention that being well-known brings. I remember reading in Eric Clapton's autobiography (which might or might not be an accurate retelling of course) that the original plan for Derek and the Dominoes was to name them "Del and the Dominoes" and basically hide the fact that he was the guitarist since he was tired of all of the attention. According to him, "Derek" was a slip of the tongue from someone on stage one night, and the record label eventually decided to try to capitalize on his hype by marketing the fact that he was behind it.
Listening to the podcast linked elsewhere in this thread, it sounds like he’s not at all reached the level of financial independence to indefinitely fund future projects. In fact the only game that went moderately viral (Opus Magnum) is not owned by him at all.
This is really disappointing to me as many of his games are some of my favourite games of all time and I assumed he’d be set for life off them. I guess the target audience is just too small.
Yes, as I recall, he sold Zachtronics to investors sometime after TIS-100 so that he could focus on making the games and have someone else worry about the business.
In case anyone's curious I recommend the podcast episode with Zach Barth on the Draknek and Friends podcast to hear where he's at now: https://www.youtube.com/watch?v=zLrh8wcBy8I
Happy to hear that he's continuing developing games and we can expect more to come!
"Eliza" is a bit unusual for Zachtronics as it's not a programming/puzzle game but a visual novel. But it's excellent and I think it's one of their most under-appreciated games. It's well-written, well-acted, and very prescient. Highly recommended!
It's one of my favorite visual novels and is so underappreciated.
Maybe it's because (unlike others in the VN space) it totally eschews unusual settings, gimmicks, or flashy set pieces to sell itself... I only bought it because I liked the tidbits of story in Shenzhen and Infinifactory, by the same author. Every part of it is unbelievably strong though.
i loved playing ShenzhenIO! So much so that i ended up buying and registering the domain of the fictitious company you were hired by in the game. That domain redirects to Seam now
I've been writing a game off and on that's sort of at the intersection of a Zachtronics game and... Starcraft? I guess? With some Factorio in there, for good measure.
The idea is that you have to break into and exfiltrate data from a laboratory that uses their own transputer-like architecture. Write a mobile program to explore the network, another to start migrating the data, and so on. Migrate too hard and the humans notice and reboot the network, kicking you out. There could be other players in there too. Of course, the nodes run the lab's terrible version of Forth. There's no UI, you connect via a TCP socket, and are expected to write your own tooling.
I'm not sure if this is a good idea or if I'm having a psychotic break.
This is one of my all time favorite games. It and Shenzhen I/O do a wonderful job of capturing the essence of what makes programming fun and put them into a game.
My biggest surprise from playing EXAPUNKS is how futile it is to try and pre-optimize a solution. I had to remind myself time and again to solve the puzzle first, then try and try and optimize it.
While the games are fun on their own, I recommend playing them at the same time as a friend. Trash-talking about finding more optimal solutions really added to the overall fun of playing the games.
> capturing the essence of what makes programming fun and put them into a game.
They definitely straddle there line between "those is a fun video game" and "it looks too much like my job" for people in the industry, but there's a whole genre of workplace simulators for doing other people's jobs vicariously. A semi truck driver would see playing a semi truck simulator in the same way, but American Truck Simulator is quite popular. Anyway, play Zachatronics games if you find them fun, but if you don't, then, uh, don't feel bad about not playing them.
Too true. I used to absolutely love Zachtronics games. Then I became a professional programmer and I just can’t play the programming themed ones anymore. Kind of a shame because TIS-100 is what made me want to be a programmer in the first place.
I used to feel the same but, with the LLM mandates made me have more fun playing Shenzhen I/O than actually programming at work. I'm one of "those people".
I have a strong feeling that with the advent of AI these kind of games are going to come back in style. Many programmers myself included aren't doing that much "coding" in the workplace anymore.
Exapunks and TIS-100 were a huge influence on my career trajectory.
I was always scared of assembly and low level stuff as a kid / college student, who mostly was trying to learn from random sites that assumed a lot of CS background.
Even though they're not near the complexity of x86, these games made me realize that assembly isn't really that scary. I still don't daily drive x86, but they gave me the confidence to go through a few Advent of Code and Project Euler problems. Having a really stripped down assembler was a fantastic learning tool!
Without them, I'd probably still only be working in Python (which is a great language, but abstracts a lot)
Some irony in so many posts about AI becoming more capable at programming, at the same time, top post on hackernews is a game about where you code by reading a magazine like it's 1997.
Printing the physical zines in exapunks as a reference was very cool, and a good throwback to when games shipped with boxes and detailed manuals.
Spacechem was my intro to Zachtronics, and it consumed me when it came out. The concept of instructions inside the actual work area is amazing and still makes my head spin. I consider beating Ω-Pseudoethyne one of my top coding/steam achievements.
I fell off for a bit because the leaderboard grind against friends felt draining, but rekindled my joy by mostly ignoring them (Unless I'm way out of distribution). I'm so glad Zach and the team are back.
Reminds me of one of my favorite games: Hacknet (https://hacknet-os.com - https://store.steampowered.com/app/365450/Hacknet/). Likely contributed in a meaningful way to me becoming a programmer. I think I have Zachtronic's SHENZHEN I/O on my wishlist—will have to check out his whole catalog.
Always wish Exa could scale a little more. I understand that it's supposed to stay at the low level of coding, but when i realized unfolding loops was a very valid way to improve your score, I learned a lot, and also realized it's not quite for me.
All the joys of code reuse (as silly as that might sound) do get kinda lost in the game. I still loved it, but I'd kill for a sequel that was a little higher level on the tooling.
If and only if you think excel spreadsheets are games.
This is one of the "solutions" for this game:
GRAB 300
MARK SERVE
COPY M X
TEST X = 0
TJMP END
MARK SEARCH
TEST F = X
TJMP REPLACE
SEEK 1
TEST EOF
FJMP SEARCH
COPY X M
SEEK -9999
JUMP SERVE
MARK REPLACE
COPY F M
SEEK -9999
JUMP SERVE
MARK END
HALT
Your "reward" for typing this nonsense out is watching an animation which may as well just be a newgrounds flash game.
Genuinely if you get a kick out of this you're just a dullard pretending to be intelligent. Do work or play games. Pretending to do work is completely mindless behavior. I really can't believe there's this lame ad on the front page for what is essentially a crummy newgrounds game that wastes your time and teaches you NO SKILLS.
"actually it teaches you [blah blah blah]": not a single player will walk away from this having learned how to write class structure, create an API, or query a SQL database. It's clowny and laughable.
The official "spiritual successor" seems to be Coincidence studio - their games in the genre being "Kaizen: A Factory Story" and the recent "U.V.S. Nirmana".
What's up with the AI narration at the beginning? Or is it just someone with an incredibly steady voice and AI cadence? It's uncanny and weird considering that this is a podcast hosted by actual humans!
bought opus magnum recently fun game, I have played exapunks a while back, it's not my cup of tea. I love programming for fun, but the language didn't gel with me. I liked their other games better, opus magnum is definitely in the top 2
for anyone on the fence about these games: I'll highly recommend Opus Magnum as the starting point. It's a good intro-to-Zachtronics game because every problem can be brute forced if desired - in many of the others, you need to make some clever arrangements and logical leaps to progress, due to very limited playing field sizes.
they are quite unique and very well-made though. if you like sequence-puzzle games but are getting tired of the endless flood of Sokoban-flavored things, give it a try!
Exapunks was my first Zach-like and I loved it. It and most other Zachtronics games have a very well-tuned difficulty curve that pushes me out of my comfort zone just the right amount. I think getting stuck for short periods of time makes for a good puzzle game.
I finished Opus Magnum a couple weeks ago and I found it a little frustrating because of the same reasons you brought up. The game doesn't force me to be clever; I can be as simplistic and inefficient as I like. I did go out of my way to design a couple efficient designs, but it didn't feel especially rewarding.
FWIW, my favorite game from them is Last Call BBS. It has several great "mini"games that feel rewarding to just complete.
Opus Magnum is one of the most polished Zachtronics games IMO. The presentation is great.
Exapunks can be pretty tricky with the distributed nature, which share some similarities with TIS-100. Like Opus Magnum, though, there are no restrictive code size limits, meaning that some puzzles can be solved with brute force masses of code. It's not as bad as Shenzhen I/O where you have to deal both with a tiny MCU and routing.
2. It's somehow more-pleasing to watch a mechanical (albeit simulated) 3D machine do work, contrasted to the flickering playgrounds of Exapunks or Shenzhen IO.
https://store.steampowered.com/app/2536720/UVS_Nirmana/?cura....
But apparently the Kaizen-making company is still Zach Barth?
So what was Zachtronics closing then? Him changing his mind and coming back a year later? Why throw away the brand? As cringingly shallow as that sentence was to type, a new "Zachtronics" game was a reflexive auto-buy for many people.
> Back in 2016, we sold Zachtronics to a company called Alliance, who we worked for as employees and made all the Zachtronics games from SHENZHEN I/O onward. In 2022 we stopped working for them and started a new studio called Coincidence, which we own and run as a sort of co-op that allows us to work on projects together, or not together, or anything in-between. (By "we" I mean the five of us who made all the Zachtronics games from SHENZHEN I/O onward; the team was much more dynamic before that, as described in the first few pages of ZACH-LIKE.)
> I still work for Alliance and maintain the Zachtronics games, but we don't own any of that IP, so anything new we make is going to be attached to the new studio and the new name.
(I did spend a year teaching computer science at a public high school, but that overlapped the last year of Zachtronics, rather than being between Zachtronics and Coincidence like it's often reported.)
At Coincidence, we have released two puzzle games so far, Kaizen: A Factory Story and U.V.S. Nirmana, and have more (four?) in the works. I'm hoping that I'll get to work on some less-obviously-in-the-genre games soon, but I haven't git initted anything yet so I guess it's too early to say.
Thank you for all of those hours. (And making the tools that help me teach my apprentices.)
I always wished they would make a management or simulation game, I think 90% of all programmers play Paradox games or Tycoon games etc. and I know their take on it would be amazing.
https://astralogicalgames.itch.io/kaizen-a-factory-story
Finally, thank you for SpaceChem! Still great, even after all these years
https://www.gamesindustry.biz/confusion-surrounds-gogs-rejec...
And GOG has its share of slop (e.g. a dozen Whale Rock Games which have obviously fake reviews).
From other comments in this thread, it seems I am not the only one who misinterpreted that as not including Zach himself
It's not clear that this happened here, but I could imagine that someone successful enough not to need the money might literally prefer to have their work evaluated on its own merits and not have the outsized level of attention that being well-known brings. I remember reading in Eric Clapton's autobiography (which might or might not be an accurate retelling of course) that the original plan for Derek and the Dominoes was to name them "Del and the Dominoes" and basically hide the fact that he was the guitarist since he was tired of all of the attention. According to him, "Derek" was a slip of the tongue from someone on stage one night, and the record label eventually decided to try to capitalize on his hype by marketing the fact that he was behind it.
This is really disappointing to me as many of his games are some of my favourite games of all time and I assumed he’d be set for life off them. I guess the target audience is just too small.
Happy to hear that he's continuing developing games and we can expect more to come!
I think it's sporting to pay for advertising and not sporting to try and sneak it in on people.
https://store.steampowered.com/developer/zachtronics
https://matthewseiji.com/process
Maybe it's because (unlike others in the VN space) it totally eschews unusual settings, gimmicks, or flashy set pieces to sell itself... I only bought it because I liked the tidbits of story in Shenzhen and Infinifactory, by the same author. Every part of it is unbelievably strong though.
The idea is that you have to break into and exfiltrate data from a laboratory that uses their own transputer-like architecture. Write a mobile program to explore the network, another to start migrating the data, and so on. Migrate too hard and the humans notice and reboot the network, kicking you out. There could be other players in there too. Of course, the nodes run the lab's terrible version of Forth. There's no UI, you connect via a TCP socket, and are expected to write your own tooling.
I'm not sure if this is a good idea or if I'm having a psychotic break.
My biggest surprise from playing EXAPUNKS is how futile it is to try and pre-optimize a solution. I had to remind myself time and again to solve the puzzle first, then try and try and optimize it.
While the games are fun on their own, I recommend playing them at the same time as a friend. Trash-talking about finding more optimal solutions really added to the overall fun of playing the games.
They definitely straddle there line between "those is a fun video game" and "it looks too much like my job" for people in the industry, but there's a whole genre of workplace simulators for doing other people's jobs vicariously. A semi truck driver would see playing a semi truck simulator in the same way, but American Truck Simulator is quite popular. Anyway, play Zachatronics games if you find them fun, but if you don't, then, uh, don't feel bad about not playing them.
I was always scared of assembly and low level stuff as a kid / college student, who mostly was trying to learn from random sites that assumed a lot of CS background.
Even though they're not near the complexity of x86, these games made me realize that assembly isn't really that scary. I still don't daily drive x86, but they gave me the confidence to go through a few Advent of Code and Project Euler problems. Having a really stripped down assembler was a fantastic learning tool!
Without them, I'd probably still only be working in Python (which is a great language, but abstracts a lot)
Spacechem was my intro to Zachtronics, and it consumed me when it came out. The concept of instructions inside the actual work area is amazing and still makes my head spin. I consider beating Ω-Pseudoethyne one of my top coding/steam achievements.
I fell off for a bit because the leaderboard grind against friends felt draining, but rekindled my joy by mostly ignoring them (Unless I'm way out of distribution). I'm so glad Zach and the team are back.
> Learn to hack from TRASH WORLD NEWS, the underground computer magazine.
It seems like a missed opportunity not to name-drop 2600. But I guess they wouldn't be allowed to do that anyway.
All the joys of code reuse (as silly as that might sound) do get kinda lost in the game. I still loved it, but I'd kill for a sequel that was a little higher level on the tooling.
This is one of the "solutions" for this game:
GRAB 300
MARK SERVE COPY M X TEST X = 0 TJMP END MARK SEARCH TEST F = X TJMP REPLACE SEEK 1 TEST EOF FJMP SEARCH COPY X M SEEK -9999 JUMP SERVE
MARK REPLACE COPY F M SEEK -9999 JUMP SERVE
MARK END HALT
Your "reward" for typing this nonsense out is watching an animation which may as well just be a newgrounds flash game.
Genuinely if you get a kick out of this you're just a dullard pretending to be intelligent. Do work or play games. Pretending to do work is completely mindless behavior. I really can't believe there's this lame ad on the front page for what is essentially a crummy newgrounds game that wastes your time and teaches you NO SKILLS.
"actually it teaches you [blah blah blah]": not a single player will walk away from this having learned how to write class structure, create an API, or query a SQL database. It's clowny and laughable.
They’ve released two Zach-likes, Kaizen and UVS Nirmana.
Blatant self promotion, but if you want the full story, he chatted to me about it on Software Engineering Daily after the release of Kaizen: https://softwareengineeringdaily.com/2025/12/18/designing-in...
they are quite unique and very well-made though. if you like sequence-puzzle games but are getting tired of the endless flood of Sokoban-flavored things, give it a try!
I finished Opus Magnum a couple weeks ago and I found it a little frustrating because of the same reasons you brought up. The game doesn't force me to be clever; I can be as simplistic and inefficient as I like. I did go out of my way to design a couple efficient designs, but it didn't feel especially rewarding.
FWIW, my favorite game from them is Last Call BBS. It has several great "mini"games that feel rewarding to just complete.
Exapunks can be pretty tricky with the distributed nature, which share some similarities with TIS-100. Like Opus Magnum, though, there are no restrictive code size limits, meaning that some puzzles can be solved with brute force masses of code. It's not as bad as Shenzhen I/O where you have to deal both with a tiny MCU and routing.
1. It had the least overlap with my day-job work.
2. It's somehow more-pleasing to watch a mechanical (albeit simulated) 3D machine do work, contrasted to the flickering playgrounds of Exapunks or Shenzhen IO.
how do I unsubscribe from your blog's ads?