A real electronics simulator: build robots, a 1970s pinball table and a 1980s dart machine from real parts (solenoids, gears, connecting rods, relays, transistors). Wire the circuit, switch on, find out why it won't run: every current is computed, every fault has a cause.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“I am developing La Bidouillerie alone. The game is playable from start to finish of what exists, but the only way to know where a build gets stuck is to watch real players struggle with it. The first missions have been reworked several times thanks to the demo's players. Beyond them, hardly anyone has played yet: I need you for what comes next.”

Approximately how long will this game be in Early Access?

“At least a year, probably longer. I would rather not give a date I could not keep.”

How is the full version planned to differ from the Early Access version?

“Here is what I plan. None of it is guaranteed, and the order will depend on what you tell me.
- The electronics side of the robot, planned for the Early Access launch.
- More rooms in the house, each with its own difficulty.
- A fuller electronics workshop.
- An economy: cleaning pays, parts cost money, and the catalogue becomes a tech tree.
- Doors that open with keys found by cleaning, and an upper floor.
- Other projects, such as repairing a Solex moped.”

What is the current state of the Early Access version?

“45 playable missions across four projects, plus a sandbox: the robot vacuum, the pinball table, the dart machine and the electronics workshop. The house has two rooms, the hallway and the kitchen. There is no money or shop yet: you progress from mission to mission. The electronics workshop is still short. The game is in eight languages; the six other than French and English were translated by an AI and have not been reviewed by native speakers. There are still bugs, and some schematics need improving.”

Will the game be priced differently during and after Early Access?

“I have not decided yet. If it changes, I will announce it in advance.”

How are you planning on involving the Community in your development process?

“The in-game message board reaches me directly, and I read the Steam forum. When you report that you are stuck, I look at what happened and fix it, often within days. Several fixes in the demo came straight from players' messages.”
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This game is not yet available on Steam

Planned Release Date: Dec 24, 2026

This game plans to unlock in approximately 5 weeks

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About This Game

A perforated chassis, a box of parts, and a robot that has to roll. You bolt the mechanics underneath, you wire the electrics on top, you switch it on — and then you find out what you got wrong.

Build with real parts

Solenoids, gears from 8 to 32 teeth, connecting rods, crank pins, bearings, shafts, drive wheels, flywheels, a contact breaker, capacitors, resistors, switches, relays, DC motors, transistors. Every part has a data sheet, real dimensions and a place where it fits. Nothing snaps magically into position: if your two shafts sit a few millimetres too far apart, the gears will not mesh, and the game will tell you by how much.

Nothing is faked

Ten thousand times a second, the game solves a real system of equations to find the voltage at every point of your build and the current in every wire. That is why your machine behaves like a machine. It stalls at dead centre until you fit a flywheel. Your breaker contacts erode spark by spark until they stop conducting — and a capacitor in the right place will save them. The connecting rod tears off if you stretch the linkage too far.

Every failure has a cause, and you can find it

Press F1 and the Encyclopaedia opens: every part, every idea, every fault, cross-referenced. Not a manual — a workshop notebook that explains why the spark eats your contacts, and what a magnetic field has to do with any of it.

What is in the game today

Forty-five build missions across four projects:

  • The robot vacuum, 32 missions. From a solenoid you slide by hand to a machine with motors, a brushroll, bumpers and relays that finds its own way. Then you take it home: the hallway, then the kitchen with its chairs to get around, a map of what is still dirty and your best time for each room.
  • The pinball table, 5 missions. An electromechanical table to build, then to play.
  • The dart machine, 5 missions. A 1980s bar machine: it hits nothing, it reads. Rectifier, filtering, regulator, matrix.
  • The electronics workshop, 3 missions. A new bench to learn transistors. This is the youngest project.

And a free sandbox with the parts box open.

The demo stays free

It holds the first twelve robot missions and the pinball table. If you are not sure, start there.

Eight languages

English, French, Spanish, Brazilian Portuguese, Russian, Simplified Chinese, German and Japanese — every text of the game and every page of the Encyclopaedia. Everything beyond French and English was translated by an AI, with the vocabulary of the workshop, and no native speaker has read it yet: if a sentence sounds wrong, say so in the game's message board or on the forum, and it will be fixed.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Some marketing assets on the store page (capsules, logo) were produced with a generative AI tool, based on screenshots and 3D renders from the game itself.

Part of the in-game text (encyclopaedia entries and mission briefings) was drafted with the assistance of a large language model, then reviewed and edited by the developer.

The 3D parts, textures and the simulation itself are authored. Nothing is generated while the game is running.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5 (2nd generation) or AMD equivalent
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GT 520 / Intel HD Graphics 4000
    • DirectX: Version 11
    • Storage: 500 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system