Quick Answer: Machine Party ships with 15 minigames, one achievement each, and every achievement names its game and its decisive move. The roster: Firearm Factory (assemble a gun, then use it), Duck Hunt (headshots in a trench), Tunnel Hazard (claim the last nook), Spinebreaker (timed hot-potato), Debris Platforms (knock rivals off with thrown crates), the Filter (accuracy under pressure), Stable Footing (crumbling tile floor), Wrong Way (escalator steps in a correct sequence), Table Manners (a lethal eating contest), Inside Job (syringe sabotage), Chisel Gauntlet (carve the cube, submit in time), a minefield crossing (sonar optional), Forklift Certified (crate logistics), Lethal Rebound (hacksaws), and a smoking game (don't choke). A full pass runs about an hour.
Version note: Written on the July 30, 2026 launch build, updated August 5 for the v1.5 patch. Assembled from the official achievement list and store page, official screenshots and announcements, launch press coverage and early community threads, linked inline. Per-game meta is still thin, and tactics read off official text rather than tested play are marked.
All 15 on one board — each icon is a minigame, and each minigame has exactly one achievement attached. (Screenshot: Oro Interactive)
The Roster: What Each Game Is
Firearm Factory — assemble first, shoot first
A scavenging race through a workshop floor. Gun components sit on benches and pedestals with silhouette slots, and the first player to assemble a working firearm turns the round into a very short hunt.
Losing the race isn't losing the round. The achievement rewards killing someone who already assembled a gun before you, so if you're behind, stay out of sight and ambush the winner before they find you.
Two balance notes from launch-week threads: shoving has effectively no cooldown and a deceptively long range, so expect push-spam over parts, and missed shots carry no real penalty, so armed players fire freely.
Firearm Factory: parts on the slots, players hauling components — assembly order is the whole game. (Screenshot: Oro Interactive)
Duck Hunt — the trench
One side holds a rifle overlooking a floodlit trench full of cover. The other side runs it. Headshots are rewarded, and at 44.8% unlocked, the rifle is not hard to use.
As the runner, bait the shot: show yourself, force the trigger, then move during the recovery. Don't be the first one out — the first community tactics thread notes the second runner tends to win, because the sniper fixates on whoever moves first.
As the sniper, don't sit scoped. Stay unscoped for field of view and only scope to take the shot.
The shooter's seat in Duck Hunt: floodlights, lanes, and friends pretending to be brave. (Screenshot: Oro Interactive)
Tunnel Hazard — musical chairs, industrial edition
Something lethal sweeps the tunnel, nooks are safe, and there are fewer nooks than players as rounds progress. The achievement is winning by taking the last nook.
Commit early to an uncontested nook. Fighting over a contested one ruins both claimants' timing, so only race for a nook when it's actually the last (tactic inferred from the format, not tested).
Spinebreaker — hot potato with a countdown
A timed device passes between players and whoever holds it at zero eats the consequence.
The working meta from a day-one thread: hold the device until around 20 seconds remain, then throw it at someone. The victim has little time to pass it on, which makes it close to a guaranteed kill. Hide in corners between throws — you're harder to spot as a target.
The device's final phase moves as fast as a player, so once it's chasing you late, escapes are rare. The achievement is the greedy version of the same play: hold past 20, past 10, and release with under a second left.
Debris Platforms — king of the towers
Players stand on circular platforms atop industrial towers while debris flies. Crates are both hazard and weapon — the achievement is knocking someone off with a thrown one.
Stay mobile and read trajectories. Machine debris arcs; grudges travel straight at you.
The Filter — don't miss
An assembly-line game: push the wrong objects off a conveyor before they reach the press, and don't get pushed in yourself. The achievement wants a round at 100% accuracy, and 26.6% of players have it.
Slow down. The belt punishes panic-swiping, not deliberation, and every push is judged.
Stable Footing — the floor is leaving
A grid floor over a pit sheds tiles as the round runs. The achievement fires at 10 tiles remaining, unlocked by 14.9% — most rounds don't get that far with everyone alive.
Stay centre-weighted. Edge tiles strand you the moment your route collapses.
Stable Footing mid-collapse: the marked tiles are all that's left between you and the pit. (Screenshot: Oro Interactive)
Wrong Way — the escalator gauntlet
Four escalator lanes run under arrow signs with spikes waiting below. Steps are judged individually against a correct sequence, and the achievement wants 50 correct in a row (8.2%).
Read the arrows and move deliberately. The streak resets on error; the spikes don't.
Wrong Way: the arrows overhead are the rules, the spikes below are the appeal process. (Screenshot: Oro Interactive)
Table Manners — eat
Four players, plates of peas, cutlery, and at least one thing at the table that kills you. The official copy is "competitively eat peas in secrecy" — eating openly is what gets you shot — while the achievement wants your meal finished in under 20 seconds (6.3%).
That's the whole tension: the rules want you sneaky and the clock wants you greedy. Pick one per round rather than trying to thread both.
Table Manners: clear your plate, mind the company. (Screenshot: Oro Interactive)
Inside Job — the syringe
A syringe enters play and whoever holds it wants to stick someone else, fast. The achievement wants an infection within 3 seconds of pickup (6.1%).
Pre-position before you grab it. Stand next to your victim, then take the syringe. Defensively, lurk in a corner — the day-one tactics thread notes corners are hard to check, which keeps you off the holder's radar.
Full rules (who wins, how infection resolves) aren't documented in launch sources yet.
Chisel Gauntlet — carve, submit
A target shape, your cube, a hammer and chisel, a timer, and SUBMIT/RESET buttons. Match the shape by removing cube segments before time runs out.
Wrong submissions are how you exit the round early, so only submit when you're sure. Rounds escalate: the achievement wants you alive when the maximum number of segments has been removed (4.6%), which means fast, exact carving from everyone still at the station.
Chisel Gauntlet: the cube, the clock, and two buttons that decide everything. (Screenshot: Oro Interactive)
The minefield — sonar optional
Cross a mined field with a sonar tool as your legal cheat. Using sonar is the intended play; crossing clean is the flex, and only 3.1% have done it.
Nothing stops you watching where a braver friend stepped first (unverified, but this is a game about spending your friends).
Forklift Certified — crate logistics
Levers, crates and a deposit area. The achievement wants 4 crates banked in your zone, and at 2.3% that's rare enough that defence and theft are clearly part of the meta.
Move crates to your zone, then guard it. Crate spawns and stealing mechanics aren't publicly documented yet.
Lethal Rebound — the hacksaws
An arena game where shoving opponents into running hacksaws is both viable and rewarded — the achievement counts 15 pushes, cumulative.
Give the blades a wider berth than looks necessary. A launch-week complaint attributed to the moving saws says the kill zone runs larger than the visual. Round structure isn't documented yet.
The smoking game — don't choke
"Smoke cigarettes at lightning speed," per the official copy, and launch press adds the rest of the rules: don't choke, and mind the hidden gun somewhere in the room.
The achievement counts 20 cigarettes total across sessions, tied for the game's rarest at 0.3%. Pick this game whenever it's on the board if you're hunting it.
The smoking game: inhale carefully. Somewhere in the room, per the press coverage, there is a gun. (Screenshot: Oro Interactive)
Winning the Session, Not Just the Round
Three structural notes for new groups.
- In Original mode the minigame order is fixed. All 15 games run in a set sequence, not a shuffle, in roughly 50-60 minutes. Round counts are adjustable in custom settings. A regular group can prepare for what's next — use that. If you want the shuffle, that's Arcade mode, added in v1.5: 10 random simulations, random rounds, intro and outro segments removed.
- Half the games reward hurting specific people. Crates, syringes, hacksaw shoves and stolen nooks are all targeted plays. Expect table politics.
- Survival is a win condition. In Stable Footing, Chisel Gauntlet and Table Manners you win by not dying longest. Playing boring is legitimate, and the achievement rates show most players don't.
FAQ
Which minigames can you win with only 2 players? All of them run at any lobby size from 2-4. The sabotage-heavy formats (Inside Job, Debris Platforms, Lethal Rebound) lose some chaos at two but stay functional, per early duo reports.
What's the hardest minigame? By achievement rates: the minefield without sonar (3.1%), banking 4 crates in Forklift Certified (2.3%), and Chisel Gauntlet's max stage (4.6%). Table Manners' 20-second plate (6.3%) is the purest execution check.
What is Arcade mode? Added in v1.5 on August 4: a quick session of 10 random simulations, random round counts, intro and outro segments removed. It draws from the same 15-game roster, so everything on this page applies — you just don't know what's next. Original mode is unchanged.
Are there more minigames coming? No new games announced. v1.5 added a new way to play the existing 15, and the other confirmed roadmap item is local co-op, due "in the next few weeks" per the same announcement. Requests for more minigames, a bot mode and custom content keep accumulating on the forum.