Every fault is real. Run a 1970s electronics repair shop where nothing is scripted: switch the machine on, let it warm up and measure your way to the one part that has failed. Fix it right and get paid; fix it wrong and it comes back. Twenty-six machines, 517 faults.

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About This Game

Every fault is real. Find it with a meter, not a guess.

A desk lamp works for ten minutes, then goes dark. You switch it on, let it warm, put the meter on the test points — signal in, nothing out — and there it is: one dry solder joint that lets go when it is hot. That moment, when the reading finally makes sense, is the whole game.

Twenty-six machines, every one a real circuit

From a desk lamp to a home organ: radios, valve amplifiers, televisions, turntables, kettles, hair dryers. Twenty-seven kinds of component and five hundred and seventeen different things that can go wrong — and nothing is scripted. There is no hidden answer and no list of steps; the reading on your meter is what that circuit would really do.

Outsmart faults that hide

A dry joint is perfect cold and lets go at eighty per cent warmth. A worn control only crackles while somebody turns the knob. A cracked track needs a knock. So you run it, tap it, work the controls and point the thermal camera at it until the fault gives itself away. The machine on the bench stutters, goes feeble and smokes, and what you hear is mixed live from the same readings — it is evidence, not decoration.

Halve the chain, and feel like a pro

Every machine is a chain of blocks with a test point between each pair. Full signal here and nothing there means the fault is in between. Probe in the middle and every measurement halves what is left to search — the way real technicians work, and the game never does it for you.

The satisfaction of the fix

Find the part before you buy it: the drawer starts nearly empty, the day has seven hours, and wages come out of the till whether the day earned them or not. Then prove it — warm, cold, knocked — and hand it back. A clean repair earns two points of reputation; one that comes back costs nine.

Build the shop

Buy broken machines from a salvage yard full of house clearances, mend them and sell them on. Upgrade your kit — a better scope sees one per cent instead of five, a logging meter reads every point at once, a bench supply settles "is it the mains?" in one go. Hire up to three people, and become known for whatever you spend your days fixing.

The details

  • Every picture and every sound made for this game, and the music synthesised from code written for it

  • English, German, Turkish, French, Italian and Spanish

  • Full controller support

  • No microtransactions, no online requirement, no launcher

  • Runs on a potato

Repair Guru opens its doors on 3 November 2026. Add it to your wishlist and Steam will tell you the moment it does.

AI Generated Content Disclosure

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

Pre-generated content only. The game makes no network calls and generates
nothing at runtime.

ART. All 2D art is pixel art produced with PixelLab, an AI image generation
service, from prompts written by the developer and kept in the repository
(tools/pixellab.py). This covers device sprites, component and interface
icons, shop and manufacturer marks, effects, textures, the menu backdrop,
achievement icons and the store capsules. Every image was reviewed and
selected by the developer, many were regenerated against a written art
direction until they matched it, and several are further transformed in
code — trimmed and squared, recoloured for dark backgrounds, made seamless
for tiling, or desaturated to produce the locked variant of an achievement
icon.

TEXT AND LOCALISATION. The interface text, the tutorial, the help book and
the in-game prose were written with AI assistance, and the translations into
German, Turkish, French, Italian and Spanish were AI-produced from the
English. All of it was reviewed by the developer. The store description and
its five translations were produced the same way.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows 10 64-bit
    • Processor: any x86-64 processor
    • Memory: 2 GB RAM
    • Graphics: anything with OpenGL 3.3 / Vulkan 1.0
    • Storage: 400 MB available space
    Minimum:
    • OS: any current 64-bit distribution
    • Processor: any x86-64 processor
    • Memory: 2 GB RAM
    • Graphics: anything with OpenGL 3.3 / Vulkan 1.0
    • Storage: 400 MB available space