Sandustry, the new spelunking factory builder from Lantto Games and Hooded Horse, approaches the genre with a unique focus on the physicality of industrial waste. The game casts players as an alien prospector tasked with transforming a planet's sand into gold. While games like Satisfactory incorporate survival elements, Sandustry streamlines traversal and combat, allowing players to glide through their creations and excavated materials, though passage through solid rock is necessary.

The core challenge in Sandustry arises from its materials breaking down into individual pixels with their own physics, leading to a significant emphasis on the creation and management of physical heaps. The process begins with a simple setup to sift sand for gold, which simultaneously produces a sandy residue. As players expand their operations, this residue can accumulate into substantial piles, necessitating the careful management of conveyor belts and launchers to redirect it.

This granular representation of waste is a departure from the often abstract or HUD-driven depiction of excess in other factory games. Instead of intangible pollution gauges or neatly organized storage pallets, Sandustry presents waste as an exquisite, granular entity that forms peaks, valleys, and undulating plateaus. These heaps can fill crevices, pursue players down excavated tunnels, and eventually overflow, potentially disrupting machinery. The visual strata of these waste piles, composed of yellow, brown, and green materials, tell a story of the player's industrial processes, allowing for the analysis of past errors and bottlenecks.

The game imbues these refuse piles with a peculiar magnificence, even within its utilitarian 2D art style. The planet itself is depicted with ancient structures that are more elegant than the player's constructed conveyor labyrinths. However, the loosened matter accumulating on the surface possesses a splendor of its own, making it tempting to refine every pile with the auto-filtering Grabber tool. This interactivity stems from the fact that "waste" is not a permanent designation. Similar to how real-world industrial byproducts can be repurposed, Sandustry continually transforms refuse into raw materials.

Further uses for sand residue are unlocked as players progress, such as burning it for seeds and additional gold. This technological progression encourages a re-evaluation of previously discarded heaps. What was once considered garbage can suddenly become valuable, highlighting the game's core theme of transformation. Expansion in Sandustry thus becomes a process of tracking and managing dispersed, often unruly, mounds of materials that remain satisfyingly fiddly to manipulate, even with improved tools for collection.

The game’s premise, transforming everything into gold, carries a sense of desperation. Gold is chosen not for its intrinsic value, but because it is one of the few factory products that completely vanishes upon use, converting into unlocks and upgrades without leaving behind significant spoil. This focus on complete transformation suggests that, within Sandustry, nothing is truly lost or destroyed, only continually reshaped.