SC2FMFR
favorites
completed
309 ratings
rated 4.0 stars, 309 ratings.
Posted October 17, 2024. Updated September 24, 2025. Played 57797 times for a total of 119052 hours.
description
Beloved by a niche community: SC2FMFR is the massive and long incremental/idle/merger game, developed by Schrottii, big enough it eclipsed mod status and turned into an own game. Originally a mod of VeproGames' "Scrap Fanmade", based on the successful mobile merger game "Scrap Clicker 2". All permissions were given by the previous creators.
It contains dozens of currencies and features, 1000 barrels to explore, 275 Achievements, and days of exciting new content. It can be played actively or passively.
latest update
Beam Factory, new translations, new music, new achievements, balancing & much more (final update) v3.7 September 24, 2025
-> Translations:
- Added 4 new translations:
- Spanish by elmenda452
- Italian by Barduzzi
- Portuguese by deleteduser0
- Romanian by thunderstorm
-> Beam Factory:
- New feature, unlocked alongside the Factory area (1e100 GS)
- No extra unlock is needed
- Enable or disable it at any time
- When enabled, Beams don't fall
- But you get 10% of their worth automatically instead
-> Performance:
- Improved general performance
- Improved FPS limit option to be even better and no longer underperforming
- Reworked Beam spawning code, improving performance
-> Music:
- Removed Newerwave, remixed Powerbeams and added two new songs
- Before: Voltaic, Newerwave, Getting It Done, Power Beams
- After: Manua Merg, Voltaic, Mobile Destroyery, Getting It Done, Power Beams (Remix)
- Added auto play setting: when one song is over, the next begins, automatically
- Changing the volume no longer resets the song
-> Balance:
- Reduced costs of some Auto Buyers: Better Barrels, Faster Barrels, Scrap Boost
- Brick Upgrades Auto Buyer now costs 8 for the first level (others still 3)
- Reduced costs of some Auto Collectors: Aerobeams, Angel Beams, Re. Beams, Glitch Beams, Tires
- Higher Neptune Max.: reduced Bricks price from e100k to e80k
- Unlock New Tire Upgrades: reduced Tire price from e1M to e100k
- Posus affects Dark Fragments: increased Dark Fragment price from e12 to e20
- F.U.N.: changed boost from x2 to ^1.5 (excluding upgrades you get after it)
-> Achievements:
- Added 25 more Achievements, ending with 300 total!
- Added 3 new Achievement images
- Added more coloring, as most FR Achievements so far had no color:
- Yellow for Unlocks
- Blue for Barrels
- Gray for Second Dimension
- Green when you need to grind, hoard or go out of your way
- Pink is for Secret Achievements
- Adjusted some descriptions slightly
- Moved some Achievements around
- They Call Me Santa: 100 Gifts -> 60 Gifts
-> Other:
- Added infinity notation
- Notation support for upgrade levels
- Reinforced Beams look broken after 33% and 66% progress
- Changed Screw image, with white outline
- Aerobeams no longer need to be selected for Glitches to spawn, any Beams work now
- Added favicon (for web version)
- Scrolling is faster and no longer bound to FPS
- Merge Quests: duplicates can no longer appear
- Scrapyard: added too expensive text, and also bought levels text for Hyperbuy
- Made Tire Upgrades more spaced out
- Changed Generator fill text color
- Changed Beam rounding
- Second Dimension text says how much merges give (x1.05 per merge, triple for manual)
- Mastery/merges display (bottom left) now only shows Merge Quests and daily if within a range of 5 barrels
-> Fixes:
- Changed how the game handles eternity values (>1e1e300), to prevent crashes and issues
- Fixed factory 0 time issue
- Fixed GS storm issue
- Fixed being able to get too many Mythus levels with Hyperbuy













newest comments
My biggest problem with the game as it is right now is that I'm old. I can't read the tiny fonts so I kind of have zero idea what I'm doing and it's not fun. Running in Vivaldi (Chrome) on a M2 MacBook Air the game feels fine performance-wise except for the scrolling in the menu. Mouse wheel or trackpad gestures don't work like normal. With such a long menu and tiny font it just leads to more frustration for me.
I think there's something good here?
top comments
Even the things I didn't hate (tires, bricks, etc.) took way too long to get up to a good rate of progress. Tires, especially, were quite frustrating due to the price increase for the whole row with each individual purchase, which, while I'm sure makes sense for the games' progression in the long term, feels awful in the moment, and is quite frustrating at first.
I can recommend the game to most people, I think, but I'll conclude with this - if you, hypothetiocal new player reading this, find each new avenue of progress less appealing than the last, as I did, then listen to your instincts. While it does not necessarily get worse, it definitely doesn't get any better (that was my experience, at least). Obviously, if you're having fun, then keep having fun - the game is clearly striking a chord within you. But if you're like me, and you find yourself putting your nose to the grindstone, hoping for a progression layer that will make the previous ones less of a chore, then stop. Not this time, friend. Not this game.
developer response: Totally fair review. Quests have always been the most unpopular part of the game, but things like Super EZ or all the later token boosts make it much easier. Beams were very grindy for a long time, but in the most recent update (right before I released it on galaxy), tree upgrades that cost Beams were made significantly cheaper. I can look into the costs of the Beam upgrades themselves as well. And for Supernova, maybe you did it a bit early? Like most prestige layers, you don't want to prestige immediately after unlocking it - I think the recommended amount is thousands of dusts. With that you can get around x4 Beams, x5 Tokens, x10 Magnets - whatever you want - you can reset and re-assign the Dust upgrades at any time. Respect for making it to the end of the game.
the insane elitism in the sc2 community around "merging techniques" is just straight up degenerate and i can see why the devs never expanded the actual gameplay so this is such a huge quality jump from the original lmfao
developer response: 12k isn't much when in the original game people do 1 million in a week haha but you don't need to do it, the currency you unlock there explicitly boosts an active playstyle
If I had to pick something, it's definitely the fact there are an absurd amount of currencies and almost none of them seem to link together past boosting Scrap or Magnets, and occasionally GS. I'm still expected to sit here for 30 seconds and click a falling beam for a piddly amount of Beams to buy one upgrade to progress slightly more and nothing I've done has changed that. I'm still expected to manually click several hundred times and then sit there at a time wall to finish Quests and nothing I've done has changed that. I'm still expected to click tires, still expected to check on Bricks, still manually buying Sun and manually buying Magnet upgrades and manually setting up and waiting for GS runs and manually breaking barrels for fragments (because the automation on it is incredibly slow) and it actively feels like every progressive thing I unlock is a source of more tedium.
Compounding this is the fact that the UI is borderline nonsensical. I have no idea why any button is placed where it is. Why is Mastery, Bricks, Tires and Quests behind Solar System? Why are unlocks and statistics behind Achievements? Why is the option menu so vertically constrained? It makes the game feel so much more tedious.
I don't know. Playing the game has started to feel like busywork at this point, where I'm juggling 10 different tasks with no automation in sight.