SOUNDTRACK · 2026-09-04
Soundtrack: Infinifactory — the factory sound that never rushes you, no matter how many rebuilds it takes
Matthew S Burns
Introduction — sit down, and pour the first cup
Infinifactory is the Zachtronics puzzle Komugi reviewed. An abducted human is forced to build factory lines for an unseen alien race — laying out conveyors and welding robots to shape raw materials into whatever the aliens demand. The score is by Matthew S Burns, the same hand behind EXAPUNKS and SHENZHEN I/O.
By his own account, the whole album sits at roughly 67–98 BPM. Insisting a piece of music "never rushes you" is harder to actually pull off than it sounds. Another sip of black coffee. Let's find out what that unhurried quality is really made of.
Building a factory line with conveyors and welding robots in Infinifactory
A puzzle-specific trait — the scoring can wait
There's no clock on Infinifactory's build screen. You can re-route conveyors, reorder welds, rebuild as many times as you like. Scoring only starts once you hit run, and even then it's just three numbers afterward: footprint, cycles, block count. In an interview with a game-developer trade outlet, Burns said he picked that slow 67–98 BPM range specifically for this thinking time — push the tempo, and you push the player's thinking off balance.
The tracks loop. The same handful of bars, cycled just enough to stay interesting without wearing thin. In his own words, he was aiming for loops "interesting enough to speak to the world and the story of the game, while not growing into something that would become overbearing or distracting." Instead of grabbing attention with a big chorus, he picked a temperature that won't get in the way of someone sitting at a desk for hours.
A hidden link to the experience — the track order retraces the road to escape
The story opens with an abduction. A captured human keeps a factory running for an unseen captor. On the worlds you visit, the corpses of earlier prisoners lie among their own audio logs. The album runs Proving Grounds, then Industrial Zone, The Harvest, Those Who Take, Human Ingenuity… through Attacked and Final Build, ending on Home. That order retraces the road to escape, track by track.
A factory floor reshaped world to world, blocks stacking up around it
To depict "the aliens," Burns first tried building genuinely alien harmonic systems — then dropped the idea. What he settled on, by his own account, was "human music that gets across the attitude and feeling of the alien race" instead. In its place, a recurring military snare runs through the whole album as a kind of code, marking the presence of a captor you never actually see.
The puzzle analogy — two clocks run inside the factory
Infinifactory's conveyors run in parallel, all over the board, at the same time. While you're watching one line, another keeps working on its own. The score does the same thing: over a low sustained drone, percussion and metallic pads interlock while running on different rhythms of their own. Which layer you actually hear depends on where you point your attention.
Whenever I measure something in BPM, what I'm really checking is which clock runs first — the solver's pulse, or the music's beat. Infinifactory never lets the music get there first. Rebuild the same puzzle a hundred times and the tempo never moves. Placing an unhurried sound next to an unhurried person sounds obvious, but very few soundtracks actually see it through to the end.
Tracks worth hearing
The official soundtrack is on developer Zachtronics' Bandcamp (credited to Matthew S Burns, released June 25, 2015, 15 tracks in all).
・Industrial Zone ↗ — Track 4. The metallic pads here read almost like the sound of the factory floor itself. Start here if you want something to work to.
・The Harvest ↗ — Track 6, where the story starts pushing deeper. The same even-handed touch, but the texture starts shifting underneath it.
・Final Build ↗ — Track 14, right before the escape. For the first time, everything the loops have been quietly building shows a little tension.
Closing — what I'd steal
If I were writing a piece myself, this is what I'd steal: design the loop that can survive a hundred failed attempts first, and only paint the story's color on top of it afterward. Decide the tempo and the big moments first, and you tend to end up with music that can't stand being repeated. Infinifactory secures durability first, then weaves the story over it.
The best night to hear it again is one where you're rebuilding the same puzzle for the tenth time. Set it beside SHENZHEN I/O and EXAPUNKS and you can hear just how freely Burns writes both the music that rushes you and the music that doesn't. What would you lay under your own hundredth retry?
Sources
・Steam: Infinifactory (official Zachtronics store page)
・Matthew S Burns — Infinifactory OST (official Bandcamp)
・Game Developer: How I Created Infinifactory's Music (Burns' own account)
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Puzzle SoundtracksEpisode 88 of 100
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