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Play it at jackgary86-dev.github.io/CrunchSim,
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CRUNCHSIMCOMMINUTION & RECYCLING SIMULATOR
PLANT CLOCKT+00:00:00
BANK$0
NET WORTH$0
RANKScrapyard
PROCESSED0 t
SIM SPEED
NO MACHINE
MACHINE CAM · click a flowsheet node to view it
Machine
BEST FOR
AVOID
CrunchSim
A simulator of how industry crunches stuff into bits, played as a plant-building score game. Grinding earns credits into your bank. The bank buys machines and upgrades. Your score is your net worth.
Two games. PROGRESS is the long game: earn money and keep building out your plant from the auction board (six price tiers, eight once your rank opens the $1M and $10M lots). At the top rank you can buy the Omniprocessor, the end game: it sorts every material in one pass, and the END GAME card shows your final score (your net worth, rank and lifetime totals). KEEP PLAYING closes the card and the yard carries on. RIVALS is a match of auction rounds (12 by default) against three rival yards: three bins a round, four bidders, whoever goes home without a bin runs one batch of their MISC bin, and the highest worth after the last round wins. Each keeps its own save. MENU in the toolbar goes back to the title screen; RESTART RIVALS starts a new match (a Progress yard is never wiped).
Auction. Material comes only from the scrap auction, or from re-running your own MISC bucket. The board shows one lot per price tier, from $1k to $100k, plus a $1M tier from Plant operator and a $10M tier from Industrial group, and each tier deals scrap the next machine can sort: pallets and office clear-outs (a magnet) at $1k, old windows (a water tank) from $3k, tires and white goods, car hulks, zorba, and circuit boards and gold-plated pins at $100k. Lots are sold on the seller’s declaration; the weighbridge tells the truth when the batch starts. A won lot waits in the yard and feeds batch after batch until it runs out; LOAD picks which lot runs next. The Loaded card shows what is loaded; only the batch size is yours to set.
The plant. The main screen shows your stations left to right in the order you placed them, three at a time (the arrows page through longer lines). Each station shows its machine at work, the bins it fills and what is left over moving on to the next station. Click a station to sit down at it: the machine cam, its settings, upgrades and telemetry, with CLOSE to get back.
Flowsheet. Open PLANT in the toolbar to add machines (NEXT PURCHASE there names the best one). Each one takes its input from the head feed or from an output port of an earlier machine. Separators have two output ports: one fills a bin, the other can feed the next station.
Buckets. The last section, END RESULT IN BUCKETS, holds what your batches made. A sorted material (90% pure or better) has its own bucket: SELL it, or RE-RUN it as the next batch's feed at no feed cost. Everything not yet separated sits in MISC: RE-RUN it through different machines. A re-run keeps its shred size and enters past the shredders; pick another entry station above the plant if you like. The Sell drawer sells at your own price.
Run. The batch is processed at the rate the slowest machine allows. The plant clock, power, nitrogen, wear and product value are tracked live. Power and consumables are paid as the batch runs; the products land in the buckets, and money comes in when you SELL them.
Upgrade. You start with a hammermill shredder, a magnetic drum and a few thousand dollars. Only sorted material sells: a bucket must be 90% one material, and purer buckets pay more. NEXT PURCHASE in the Plant drawer ranks the sorters, or pairs of sorters, that would add the most margin. Buy other machines from the Plant drawer, raise a machine type's level for more capacity and efficiency, buy plant upgrades for bigger batches and cheaper power. Net worth is bank plus everything you own, and it sets your rank.
The science in the numbers
P80 is the size that 80 % of the mass passes. The reduction ratio is feed P80 over product P80.
Specific energy follows Bond's law: E = 10 · Wi · (1/√P80 − 1/√F80) kWh/t with sizes in micrometres, divided by machine efficiency and by how well the machine's mechanism (compression, impact, shear, attrition, cutting, hydraulic shear) actually breaks that material.
Brittle things (rock, glass, cast iron, zinc) fracture under compression and impact. Ductile metals bend and ball up: they need shear or cutting. Fibrous wood is cut or hammered. Elastomers bounce unless cooled below their glass transition. Gels are sheared through micron gaps. Liquids cannot be crushed at all: freeze them, or atomize them.
Separators sort instead of breaking: magnets take ferrous, eddy currents fling conductors, air lifts light fluff, screens size, and a heavy liquid floats aluminum off zinc, brass and copper.
Keys: Space run/stop · 1 2 3 speed · M sound · Esc closes a drawer or station. Everything else (auction, market, jobs, bank, rivals, plant report, event log) opens from the toolbar. Progress is saved in your browser.
See your plant in 3D: the plant floor demo lays the flowsheet out as belts, machines and bins and can load your saved line.