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Retro Gadgets

2022

A hardware-toy sandbox for assembling gadgets and wiring simple logic into devices.

Ages 10+PC

MeaningfulnessHigheditorial ↘
You play
Players place components, connect screens and inputs, script behavior, and iterate on functional miniature gadgets.
Why it may be useful
You place real components, then write Lua that makes them work: read a button, draw to a screen, wire logic together. It is genuine programming practice, wrapped in a toy-like electronics sandbox rather than a course.
Keep in mind
It teaches real coding habits but nothing about real electronics, voltage or circuits, and there are no goals unless you bring your own idea.

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In depth

Written 2026-09-15 · editorial assessment, not a measured effect · how we rate →

What the game is

Retro Gadgets is a PC sandbox in which you build imaginary electronics: a handheld console, a pager, a weather station, a music box. It comes from Licorice and Studio Evil and has been in Steam Early Access since November 2022, meaning it is playable and still being added to rather than finished.

The workbench is the whole game. You choose a case, drop components onto it, and wire them to a virtual board with a CPU. The parts list runs to buttons, switches, dials, gauges, LEDs, small LCD screens, joysticks and a speaker. Then you write Lua that runs on the CPU and decides what the parts do. Everything renders in chunky pixel art, and you can spray the case and add stickers.

There is no campaign and no score. Steam Workshop support is built in, so you can download other people's gadgets, open them to see how they work, change them and publish your own. Steam lists eight supported languages, and the game is a paid download.

What you actually do

You decide what a gadget should do, then find that you have to say it precisely. Placing parts is quick; making them respond is not. Your code reads the state of a button or a dial and draws pixels to a screen, so a working clock means writing the routine that formats the time, and a working game means writing the collision yourself. Most hours go on the gap between what you intended and what the device does: the light stays off, the number counts wrong. Closing that gap by rereading your own code is the real activity.

What it exercises

  • Writes Lua that reads inputs and draws to a small screen
  • Breaks a device idea into parts, wiring and code before building it
  • Finds the cause of a wrong output by isolating one component
  • Reads someone else's published gadget and works out how it functions

Why we rate it High Worksheet score 74 / 100

  1. FitHow much real knowledge or skill does the play itself make you use?78weight 45%

    Fit scores 78. Almost everything you do here is the real activity: you place parts, write code, and if the logic is wrong the gadget sits dead on the bench, exactly how feedback works outside the game too. It falls short of the top band because nothing in the sandbox actually teaches; you get parts and a blank editor, and any structure you bring to the learning is your own.

  2. TransferWill what you practise here work outside the game?72weight 30%

    Transfer scores 72. Lua is a real language, and the cycle of write, run, look, fix is real programming practice, which carries over further than a block-based toy would. What holds it under the top band is the hardware half: components are stylized, wires connect because you dragged them, and nothing about voltage, current or soldering is modeled at all.

  3. PracticeDoes the game make you use that skill again and again, as it gets harder?70weight 25%

    Practice scores 70. Every new gadget rehearses the same cycle of plan, place, wire, code and debug, and debugging alone repeats many times inside a single build. Because there is no ending, a player who takes to it keeps returning to the same skill indefinitely. What caps the score is that nothing in the game itself escalates the challenge; motivation, not content, decides how far the repetition goes.

What the evidence says

Editorial onlyNobody outside our desk has checked this. It is our reading of how the game plays.

The evidence level is Editorial only. Two sources back the entry: the Steam page and the developer site at retrogadgets.game. Between them they confirm the two studios, the November 2022 Early Access launch, the price, the eight supported languages, the component list, that the scripting language is Lua, and that Steam Workshop sharing is built in. What no source establishes is any effect on a player's programming ability, because nobody has studied this game. Research on learning text-based languages exists but was not done here, and we will not stretch it to cover a sandbox with no curriculum.

Editorial assessment - not a measured scientific effect.

Fit
78/100
Transfer
72/100
Practice
70/100

Why it makes the cut

PASS - Its gadget-making sandbox has a real toy-like appeal independent of any educational rationale.

Editorial only

This is our editorial reading of the mechanics, based on the Steam and developer pages. No study has measured what building in this sandbox does for a player's programming ability.

Player reception source

Steam ↗ · 350 English reviews · Checked 2026-08-24

Platforms & access

Prices are US store listings in USD, last refreshed 2026-09-28; regional prices and sales differ.

No subscription requirement was found on the verified PC route.

Steam currently verifies interface support for the listed locales. Full audio is captured only where Steam explicitly marks it; subtitle coverage remains unknown unless a platform source states it separately.

Age guidance
Ages 10+
Topics
STEM, Creativity
Play styles
Single-player, Sandbox, Creative
Tags
Prototyping · Modular construction · Virtual gadgets

Building a gadget is real programming practice against a working Lua interpreter, held back from the top only because the game hands you parts and a blank editor with nothing that actually teaches.