BELTLINE
Build conveyor routes to ship factory parts.
Hit your order target before the shift timer runs out.
Click: place | Right-click/tap again: rotate | Del: erase | 1-5: select tool
Beltline is a factory automation puzzle set in a charming tin-toy workshop. Place conveyor belts, rotators, stampers, and combiners on a 12-column, 8-row factory floor to route incoming gear parts from the input ports all the way to the output port. Hit your product-shipping target before the 90-second shift timer runs out — and you'll clock out with a pocket full of factory Contracts to spend on upgrades.
Each cell on the factory floor can hold one machine. A Belt sets a fixed direction. A Rotator turns every part 90 degrees clockwise. The Stamper (unlock via tech tree) transforms parts into higher-value stamped versions. The Combiner (unlock via tech tree) merges two parts into a premium product. Placing machines is instant: click an empty cell to place the current tool, right-click to rotate, and press Delete or Backspace to erase. On mobile, tap to place, tap again to rotate, and long-press to remove.
Parts spawn from input ports at the left edge. If a part reaches an empty cell or exits the grid at the wrong edge, it triggers a Jam. Ship enough products to the output port before time runs out and you clear the shift. Between shifts, spend Contracts in the Factory Upgrades tech tree to unlock new machines and boost your throughput.
Start by building a direct belt route from at least one input row to the output row — even a winding path is better than no path. Your first shift target is usually 6 products, which is achievable with basic gear routing and no upgrades. Once you've cleared shift 1, invest your Contracts in Turbo Belts first: every level of belt speed gives you more time-per-shift throughput without needing to build smarter. Only then does adding more complex routing pay off.
When the Stamper unlocks, route gear parts through it before sending them to the output. A stamped gear is worth three times a raw gear, so even stamping half your output dramatically improves your Contract income per shift. Position your Stamper in the middle of the grid with a belt feeding into it and one exiting; the Stamper holds the part for about a second while it transforms, so you need enough grid space on the input side to buffer incoming parts while the previous one finishes.
The Combiner is the most powerful machine in the factory once you unlock it through the full Machinery branch. Two stamped parts entering its two input slots produce a combined product worth eight Contracts — or higher with Premium Contracts upgrades. The challenge is timing: both slots need to fill before the Combiner outputs, so you need to route two separate streams at roughly the same pace. Use Splitters to fork one stream into two and feed both Combiner slots from a single input line when your grid is tight.
Jams are not just a nuisance — they cost you products and Contracts at the exact moment you're trying to hit your shift target. Every jam means a part that was supposed to ship just vanished. The fastest way to prevent jams is to build closed loops that cycle dead-end parts back toward the main routing path rather than letting them exit the grid boundary. A simple loop of belts around the perimeter of the grid's unused area catches anything that slips off the main route.
Order cards at the top of the screen tell you which part types earn a bonus this shift. Shipping the exact requested type gives you 40 percent more Contracts per part. When an order card asks for a Stamped Gear and you have a Stamper in your layout, prioritize routing gears through the Stamper first before sending them to the output. On later shifts, order cards may request combined products — which is your signal to build a Stamper-to-Combiner pipeline if you haven't already.
The Contract Multiplier tech node is a late-game power spike: if you complete a shift with zero jams, your total output Contracts are multiplied by 1.5. This rewards clean layouts that never let a part fall off the grid. On the shift where you first unlock the Multiplier, try playing conservatively — route only through well-tested paths, skip ambitious Combiner chains, and just make sure every part finds its way to the output cleanly. A 1.5× multiplier on a modest clean run often beats a higher-volume run with several jams.
On desktop, right-click any placed belt or rotator to rotate it 90 degrees clockwise. On mobile, tap a placed machine a second time to rotate it. The direction indicator updates immediately so you can see the new routing before parts arrive.
A jam occurs when a part reaches a cell with no machine or exits the grid boundary at any edge other than the output port. Build belt loops back to the routing path to catch any parts heading for a dead end. Watch the red flash — it tells you where to reinforce your layout.
The Combiner takes two different parts entering its two input slots and outputs a combined product worth far more Contracts. It requires unlocking Rotator, then Splitter, then Combiner in the Machinery branch of the Factory Upgrades tech tree. Once unlocked, Combiners are free to place and reusable.
Each shift has a product target that increases with your shift number. You must ship the target within 90 seconds to clear the shift. Products do not carry over between shifts — each shift resets. Your Contracts and tech tree upgrades are permanent across all shifts and sessions.
Yes. You can place, rotate, and erase machines at any time while a shift is running. Parts already in transit continue on their current path, so make changes upstream to give yourself time before parts reach the modified section. Real-time layout editing is the primary skill on later shifts.