Provision
Provision is a factory game about the rules, not just the recipes.
You run a small food plant at the dawn of industrial food production. Build intake lines, grinders, presses and curing stations; belt them together; watch the crates roll out and the till tick up. So far, so factory game.
Then the trade bloc meets.
Your best-selling cured meat depends on a preservative the export market is about to ban. You'll see it coming — rules here are proposed, then granted a grace period, then enforced, and every phase is on the docket in front of you. What you do with the warning is the game: rebuild your line around a new cure and the supply chain it needs, stock up and ride the ban out on grandfathered paperwork, or keep producing the banned stuff and find a man who doesn't ask where your crates came from. Every one of those works. Every one of them costs something different.
- Different markets want different things. The home market won't touch tinned goods; the export bloc pays a premium but reads every label. The same oyster can be a local delicacy or an export staple depending on which preservation line you built.
- The rules change over time — on a schedule you can see. Bans and mandates arrive as proposed → grace → enforced. The countdown is public. The scramble is yours.
- Compliance is physical. A new rule isn't a checkbox; it's floor space, new machines, and belts that have to go somewhere. Byproducts pile up and block your lines unless you route or scrap them.
- The grey market is always open. Fencing contraband pays — and heats up the more you move. The odds are quoted before every run. The fine is scaled to the worst you've done, not what's left when they catch you.
This demo is a small piece of the full game. It covers Era 1 — the complete arc of one plant: your first line, your first sale, the ban that breaks your factory, the rebuild that answers it, and one very bad decision available throughout. A fully voiced guided tutorial — Foreman Sully and crew, played by a cast of four — runs the arc in about 20 minutes; finishing it unlocks free play, where long-run milestones give the plant something to chase and the rulebook keeps moving — the export bloc has opinions about packaging next.
What's coming next (near-term, already in progress)
- Free-play breathing room inside the tutorial — stretches where you run the plant yourself before the next lesson lands
- Scenarios: authored challenges with fixed floors and goals (the menu button is already there, honestly labeled SOON)
- More rulebook events in free play, so the packaging mandate isn't the last word
- Balance and UI polish driven by what this demo's playtest data shows us
Planned for the full game (the big swings)
- Five eras of food-industry history — from early mechanization through wartime synthetics to modern traceability, each with its own machines, products and regulatory mood
- Off-floor supply management — the cattle pen and the wheat field become yours to run: buy, breed, and eventually haul your own inputs
- Living markets — demand that moves with events, price trends you can trade against
- More markets, more products, more disagreements between them
- A commercial release on PC if the demo proves the hook (this demo is the proof run — playing it helps more than you know)
The fine print (privacy)
Provision sends anonymous playtest telemetry by default — which tutorial step you reached, session length, version. No account, no IP logging, no persistent ID: two sessions can't be linked to each other, let alone to you. The first launch explains this and the off switch (gear icon → System). Save data stays in your browser. There are no accounts, ads, or trackers.
Controls
Mouse to build, rotate and inspect; keyboard shortcuts are shown in-game. Best played fullscreen (button in the toolbar). Desktop browsers only for now.
| Updated | 1 hour ago |
| Published | 6 days ago |
| Status | Prototype |
| Platforms | HTML5 |
| Rating | Rated 4.4 out of 5 stars (5 total ratings) |
| Author | Waypost Studios |
| Genre | Simulation, Strategy |
| Tags | 2D, Automation, Economy, factory, Management, Sandbox, Tycoon |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds, Text |






Comments
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I really enjoyed playing an earlier version of Provision. The strategy around adapting your factory to changing rules made each decision feel meaningful, but it never felt overwhelming or overly complicated. It’s a really thoughtful hook for a factory game, and I’m excited to see how the demo and full game continue to evolve.
Thanks for checking it out! Glad you enjoyed it.
I played Provision from one of the earlier versions, and it has improved a lot. I really like the idea of building a factory while also dealing with changing rules and making different decisions. It’s fun, challenging, and a unique concept. I’m excited to see where the game goes!
Thanks meysamcoding. Glad you enjoyed it!