Guides

Brave New Wonders Guides Hub

Walkthroughs from first factory to Sky Pillar Wonders — commands, combat, and island logistics in one place.

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Guides Hub

Welcome to the Brave New Wonders guides hub. This factory automation game from City From Naught Inc. (published with LoongGate) launched in 1.0 on Steam in September 2026. There are no conveyor belts. Automatons move every item by following plain-text commands you write in any language. That single design choice changes how you plan bases, scale production, and recover from mistakes — and these guides are written around that reality.

Use this page as a map. Start with onboarding if you just bought the game, then deepen into the behaviour editor, factory loops, combat, Wonders, and the floating-island world. Cross-link freely: every guide below points at sibling topics so you can jump when a mechanic unlocks mid-session.

Where to begin

New players should open the Getting Started guide first. It covers the Americas starting biome, early mining and movers, how to open the behaviour editor without panic, and the first goals that unlock the Sky Pillar path. Pair it with the Players Hub for roster-style reference as you expand your automaton fleet, and skim system-facing notes on the Players hub before long sessions if you are still tuning hardware.

If you already understand the first hour, skip ahead:

  • Text Commands — how typed instructions become behaviour graphs
  • Automation — factory loops, signals, blueprints, and scaling
  • Blueprints — copy/paste cells that keep behaviours intact
  • Signals — colored coordination without belt spaghetti
  • Resources — ore, crystal, intermediates, and what to automate first
  • Defense — old-world machines, turrets, dynamite, and relics
  • Wonders — Sky Pillar unlock and the airship that moves factories
  • Islands — Americas, Europe, Asia, Africa biomes and Levitanium logistics

How Brave New Wonders plays differently

Most factory games teach you belts, splitters, and throughput math. Brave New Wonders teaches language and intent. You tell a Mover where to carry ore, or a Miner where to dig, and the AI parses your sentence into a behaviour graph you can inspect and edit. Preset behaviours get you moving quickly; custom text unlocks the weird, efficient setups that define late-game islands. Colored signals between buildings coordinate handoffs without a belt spaghetti mess — deepen that on Signals after the overview in Automation.

That means your wiki reading order should emphasize clarity of commands before raw resource tables. A clean instruction that a dozen cloned automatons can reuse beats a fragile one-off script. The Text Commands and Automation pages go deep on that workflow, including when to type freeform text versus building the graph by hand. When you are ready to stamp layouts, open Blueprints; when you need input priorities, open Resources.

Progression spine

Expect a loop that looks roughly like this:

  1. Stabilize ore, crystal, sand-to-glass, water, and early power on your starting Americas island — see Resources.
  2. Formalize miner and mover behaviours so clones keep their tasks after blueprint paste — see Blueprints and Signals.
  3. Harden against old-world machines with turrets, dynamite, and weapon relics — see Defense.
  4. Push toward the Sky Pillar, unlock your first Wonder (the massive airship), and start ferrying factories between islands — see Wonders and Islands.
  5. Specialize biomes (Europe, Asia, Africa) for resources and combat challenges while iterating blueprints.

Demo and playtest saves can carry into 1.0, but the developers recommend a fresh start for the best experience. If you keep an old save, use these guides to audit behaviours and rebuild brittle early setups.

Tools, meta, and updates

When you need ranked comparisons of behaviours, layouts, or combat options, check the Tier List Hub. For patch notes and launch-window changes after the September 2026 1.0 release, follow the Updates Hub. Official store and community pointers live on the Links Hub. Launch pricing on Steam has hovered around $24.99 with a short launch discount window; always confirm current store details before buying.

Reading tips for this wiki

  • Prefer internal links with trailing slashes when you share pages with friends — every guide here uses that format.
  • Each deep guide targets 600+ words of practical advice, not filler checklists.
  • Mid-article videos appear on the major how-to pages; one video per page, placed where the mechanic is explained.
  • Art in Brave New Wonders is handcrafted (no generative AI for assets). Only command parsing uses AI — keep that distinction in mind when reading marketing blurbs versus in-game tools.

Suggested path for veterans of other factory games

If you come from belt-heavy titles, unlearn the habit of maximizing continuous lanes first. Instead:

  • Design task ownership per automaton type (Miner vs Mover and later specialists).
  • Use signals as your coordination layer between buildings (Signals).
  • Treat blueprints as the unit of scale: copy layouts, clone automatons, verify they kept their tasks (Blueprints).
  • Plan island hops around Wonder capacity rather than infinite local sprawl — the airship is the true mid-game unlock.
  • Keep a mental Resources map so you automate the bottleneck input, not the prettiest building.

Then return here whenever a new biome or combat beat forces a redesign. The hub stays the index; the child guides stay the depth.

TopicGuide
First hour and early goalsGetting Started
Behaviour editor and plain-text AIText Commands
Factory loops overviewAutomation
Copy/paste cells with behavioursBlueprints
Colored coordinationSignals
Inputs and intermediatesResources
Combat and base protectionDefense
Sky Pillar and airship WonderWonders
Biomes and travelIslands

Bookmark this hub, then dive into the page that matches your current stuck point. Brave New Wonders rewards clear instructions — write them once, clone them forever, and let the archipelago open up.

FAQ

Frequently Asked Questions

Quick answers to the most common Pioneer questions.

Which Brave New Wonders guide should I read first?

Start with Getting Started for the Americas opening, then Text Commands before you scale Automation. Jump to Defense when old-world machines become a threat, and to Wonders/Islands when you unlock the Sky Pillar path.

Does Brave New Wonders use conveyor belts?

No. Automatons move all items using plain-text commands (any language) that the behaviour editor turns into graphs. Signals coordinate buildings instead of belt networks.

Is the game single-player and out now?

Yes. Brave New Wonders 1.0 released on Steam around September 20/21 2026 as a single-player Windows title built in Unity 6. There is no multiplayer.

Should I keep my demo or playtest save?

Saves can carry over, but the developers recommend a fresh start for the best 1.0 experience. If you keep an old save, rebuild early behaviours with the Text Commands and Automation guides.

Where do patch notes and tier rankings live?

Use the Updates Hub for patch-oriented notes and the Tier List Hub for ranked comparisons. Official links sit on the Links Hub.