Rise of Industry
Sammlung
Du musst angemeldet sein
Über das Spiel
Mit "Rise of Industry" möchten wir die guten alten Industrie-Tycoon-Spiele der '90er mit neuen Spielideen zu neuem Leben erwecken. Das Spiel befindet sich derzeit in der Entwicklung, und regelmäßig werden umfassende und spielverändernde Updates veröffentlicht. Mit eurem Feedback können wir dieses Spiel zu einem echten Klassiker des Genres machen. Von Fans, für Fans!
Dem Spiel werden ständig neue Features hinzugefügt, und im Augenblick arbeiten wir hart an dem nächsten Update für "Rise of Industry" (Alpha 6). Wir nehmen uns das Feedback der Community zu Herzen und implementieren große Veränderungen, die den Spielspaß noch erhöhen werden.
VERSPRECHEN DES ENTWICKLERS: Wir sind sehr aktiv in der Community und sind immer offen für neue, zukünftige Eigenschaften des Spiels. Trotzdem brauchen wir eure Hilfe, um das Spiel noch besser zu machen – entweder über unseren Discord-Kanal oder die Steam-Community. Wir lesen jeden Post. Vielen Dank.
Zusatzinhalte zum Spiel
DLC Rise of Industry: 2130 | 24.10.2019 | 9,75€ |
Systemanforderungen
- CPU: Intel Core 2 Duo, 3.0GHz or AMD Athlon 64 X2 6400+, 3.2GHz
- GFX: nVIDIA GeForce GTX 260, 512 MB or ATI Radeon HD 5670. Integrated Cards not recommended, HD4000 minimum
- RAM: 4 GB
- Software: Windows (64 bit only) 7 / 8 / 8.1 / 10
- HD: 1 GB
- DX: Version 11
- MISC: Setzt 64-Bit-Prozessor und -Betriebssystem voraus
- CPU:
- GFX:
- RAM:
- Software:
- HD:
- SFX:
- DX:
- INET:
- Peripherie:
- MISC:
- LANG:
Steam Nutzer-Reviews
Empfohlen
337 Std. insgesamt
Verfasst: 02.08.21 18:34
Es benötigt einige Zeit um sich mit den Mechaniken vertraut zu machen - bei mir 3 Anläufe!
Doch kommt Zeit kommt Rat: Sinnvolles freischalten im Tech-Tree und sinnvolle Logistische Verlagerungen zwischen Lagerhäusern.
Kann es jedem Städtebau Simulator Fan empfehlen.
Weiterlesen
Nicht Empfohlen
189 Std. insgesamt
Verfasst: 02.04.21 16:38
Das Spiel erschöpft sich im Wesentlichen im Aufbauen von Produktionsketten und hin und her Schieben von Rohstoffen und Zwischenprodukten. Die Spieleraktionen erwecken nicht unbedingt den Eindruck, relevant zu sein. Dabei ist das die ganze Zeit ziemlich dröge und langweilig. Ja, man kann irgendwelche neuen Produkte und Verbesserungen erforschen um der Konkurrenz eins voraus zu sein.
Ich habe dem Spiel etwa 10 Anläufe gegeben, aber ich finde einfach keine Motivation, länger als 20 Minuten an dem Spiel herumzuklicken. Es fühlt sich einfach nur an, wie ein optisch aufgehübschter Aufguss eines Spiels von 1996. Schade, dass ich 3 Stunden Zeit an dieses Spiel verschenkt habe, da ich keine Rückgabe mehr beantragen kann.
Weiterlesen
Nicht Empfohlen
10 Std. insgesamt
Verfasst: 13.01.21 06:18
Weiterlesen
Nicht Empfohlen
159 Std. insgesamt
Verfasst: 15.08.20 17:48
eine Hypersimple Wirtschaftssimulation, ohne richtige Konkurrenz.
Man kümmert sich darum eine Stadt mit den nötigen Dingen zu versorgen, dabei kann man sich nicht auf etwas beschränken sondern muss alle Bedingungen erfüllen. Sonst wächst die Stadt nicht.
es ist wirklich schwierig heutzutage eine Wirtschaftssimulation zu finden die das Genre auch verdient.
Rise of Industry ist definitiv nicht den vollpreis wert und eher mit einem Handygame zu vergleichen als einer Wirtschaftssimulation auf PC-Game niveau. schade
Weiterlesen
Nicht Empfohlen
67 Std. insgesamt
Verfasst: 06.08.20 10:23
Weiterlesen
Empfohlen
2353 Std. insgesamt
Verfasst: 13.07.20 22:22
Es ist kein Städtebauspiel. Man ist Industrieller, irgendwann im 20sten Jahrhundert, der die Städte mit Waren beliefert. Mit Hausbau, Verkehrsplanung, Schule, Feuerwehr und Steuern hat man nichts zu tun. Dafür sind die Wirtschaftsaspekte tiefer und herausfordernder als bei Anno. Ich bin einige Male bankrott gegangen, bevor ich über die Lernkurve drüber war, aber danach gibt einem das Spiel viele Stunden Spaß.
Insbesondere die Produktionsketten sind komplexer als bei der Konkurrenz. Während Anno 1800 mit seinem Dampfwagen und seinen 11 Produktionsschritten die komplexeste Kette der Anno Geschichte hatte, braucht der erste PKW in Rise of Industry sage und schreibe 40 verschiedene Fabriken, Viehhöfe (für die Ledersitze), Farmen (um das Leder zu ernähren, wenn es noch eine Kuh ist) und Minen.
Da die Rohstoffe hierfür auch auf der Karte verteilt sind, muss der Spieler auch ein effizientes Verkehrsnetz aufbauen.
Kurzum: Ein gutes Tycoon Spiel mit Tiefgang, aber wahrscheinlich kein guter Einstieg ins Genre wegen der hohen Lernkurve.
Weiterlesen
Empfohlen
2266 Std. insgesamt
Verfasst: 29.11.19 08:34
Neue Layouts für Farmen und Minen können angelegt werden, Zugstrecken oder Straßennetzwerke werden den Unterschied ausmachen ob eine Ware profitabel ist oder nicht. Mir haben diese ersten 19h viel Spaß gemacht.
Weiterlesen
Empfohlen
2031 Std. insgesamt
Verfasst: 01.05.22 22:46
Pro:
- Feels like Sid Meyer Rairoads except for the railroads part
- I love optimizing my empire, this game is all that
Con:
- Railroads are a mess especially the turns
- Pathfinding algorithm is a mess. My trains use the same rail and slowed down, instead of using another.
- needs better Stock exchange.
Weiterlesen
Nicht Empfohlen
179 Std. insgesamt
Verfasst: 14.04.22 05:05
Weiterlesen
Empfohlen
2276 Std. insgesamt
Verfasst: 13.04.22 08:46
Tutorial had 72 pages of instructions which was incredibly overwhelming. It wasn’t always clear what the instructions actually wanted me to do and some of the instructions actually covered up parts of the map I was supposed to interact with after I scaled up the UI. It made the game come across as complicated but honestly, it’s much more simple than it first appears - gather resources, sell & send to factories to create more expensive goods, repeat. Admittedly I still had difficulty navigating the UI and I wanted more notifications to be interactable. My dream of becoming an aggressive monopolistic billionaire was also squashed because I couldn’t figure out how to buy land permits from other companies.
There is a wide flexibility with the game's settings (difficulty, map size, terrain, pollution, etc) but on the whole the mechanics come across as very shallow. As far as I could tell, you can’t set your own prices, there seems to be an endless supply of workers to man your factories and factories are ready to go the moment you place them.
There are events (for example - workers strikes or mine collapses) which cause debuffs over the entire production. I wanted to interact with those events more (sending resources or negotiating with the workers) but there’s no option for that - there is some timed preventative distribution though. One of the events I had asked me to complete a piece of research after I had already completed all the research, that was interesting.
The achievements are a bit all over the place. Quite a few have inaccurate descriptions, at least one popped before it should have and one didn’t pop until after I had closed and reopened the game. ‘Freelander’ (complete 50 contracts across all playthroughs) and ‘Hard Working’ (Place 1,000 Buildings across all playthroughs) are seemingly notorious for resetting if you close the game - because of this I left my computer unattended for quite some time with the game running. You can easily removed about 10 hours of my playtime to get a more accurate count, probably more.
The DLC, Rise of Industry:2130, initially comes across as a post-apocalyptic reskin rather than a fully fledged game in its own right but there are some subtle mechanic introductions regarding pollution that actually make it quite interesting - more so than the main game.
Weiterlesen
Empfohlen
623 Std. insgesamt
Verfasst: 19.03.22 05:19
Weiterlesen
Nicht Empfohlen
14982 Std. insgesamt
Verfasst: 15.03.22 02:54
Bad: Many bugs, saves corrupt. Player-made maps are fickle and may corrupt themselves, wasting hours of work for no apparent reason. In-game advertisements for the developer's new Cooking game.
Weiterlesen
Empfohlen
461 Std. insgesamt
Verfasst: 05.03.22 01:54
Weiterlesen
Nicht Empfohlen
504 Std. insgesamt
Verfasst: 09.02.22 00:28
the player's actions seem to have little to no impact on the steadily declining profit graph, it's NOT a better looking Open TTD and steam won't let me refund it cause the tutorial alone can take over two hours.
Weiterlesen
Nicht Empfohlen
587 Std. insgesamt
Verfasst: 07.02.22 17:08
Taking a classic game and bringing it forward to modern times does provide a fresh set of visuals. Mechanics however don't quite stick as strongly due to awkward resource generation and layout.
Weiterlesen
Empfohlen
18654 Std. insgesamt
Verfasst: 30.01.22 18:23
Weiterlesen
Nicht Empfohlen
2046 Std. insgesamt
Verfasst: 15.01.22 14:18
This game confuses me on so many levels I'm not even sure I can coherently explain why I don't like it. But I'll try.
First issue is the building requirements and supply chains seem just silly. Say you want to make flour. You have to build an entire factory just to make flour. Then you need a unit to clean up the air from the pollution that flour making produces (who knew!). The purifier is the size of the factory again and has its own full running costs. You then need a farm to produce wheat for that factory, a whole farm. Then you need water for all this - so you build an entire water production facility. But the water production will only support one farm really.
This just seems out of whack. Who builds a water plant to supply one factory? Assuming that your company would get involved in utilities such as this you'd expect a water plant to support many other buildings. An air purifier should be a small bolt on to a factory, not an entire production plant the same size as the factory again.
Then I find it almost impossible to really understand the economics of what's going on. You can't go into a building and simply see income vs expenditure over time. You can go into separate report view, but that I find frustrating opaque. It will say costs vs income but doesn't really tell you what the breakdown is. What supply lines are profitable, which aren't? Why is it showing massive profit margins, then months later is showing a negative - what has happened in those months? What is dragging down the profit or ramping up the costs? Why can I only limit it to the last 12 months, so I can't tell if it's been profitable over time. I just don't know.
Why is water making zero profit? It's being used in all my facilities. I think the game believes that because it's required for production and not sold to an end customer it's thus 'free'. But no. You would charge the resulting factory to pay for the water. That way the water is paid for, and then when you look to the factory's profit and loss you'd see the water as part of that. Instead I think the game will say the factory is more profitable than it is because it's not account into the fact that you're spending thousands on a water plant elsewhere.
The game is notification heavy. It keeps complaining that my 'storage is full'. This turns out to be the input storage, i.e. a farm has all the water it can store. And? What's the problem? Use it. And if you need more, top it up. Why is having a good supply amount a bad thing that you have to keep telling me about? The factory can't use more, it's not like adding more storage would be useful. You just need enough so that you can readily product what you need.
Randomness. I got fined £1m as one of my investors was caught insider trading. This is a bit odd. Why would an investor causing a criminal act involve me getting a fine? Why can I bid on an auction that makes vehicles travel 42% faster for a while? Yes... you can bid on an auction and your cars can magically go faster.
How can a building with no inputs - i.e. it doesn't have the water it needs to produce stuff - be operating at 100% efficiency? This makes no sense. It should be 0%.
And that's really the problem for me: information. I am a data fiend. I like micro managing. But I just find it so difficult to understand what on earth is happening in my company, what is profitable and what is not.
I would recommend Capitalism 2 instead to be honest, for what this game seems to be wanting to achieve.
Weiterlesen
Nicht Empfohlen
196 Std. insgesamt
Verfasst: 04.01.22 16:22
Weiterlesen
Nicht Empfohlen
84 Std. insgesamt
Verfasst: 25.12.21 20:39
Weiterlesen
Empfohlen
1578 Std. insgesamt
Verfasst: 19.12.21 20:53
But the game itself if very good for what it does. I like it.
Weiterlesen
Empfohlen
3655 Std. insgesamt
Verfasst: 19.12.21 18:53
Weiterlesen
Nicht Empfohlen
1253 Std. insgesamt
Verfasst: 27.11.21 20:40
Weiterlesen
Empfohlen
1232 Std. insgesamt
Verfasst: 27.11.21 20:38
The game is not really hard, but the UI/UX makes it hard.
The tutorial is bad. I have to spend 1-2 days to learn the mechanic myself, once again with the so useful help from the UI.
From there, the game is good if you can take over it.
Btw why is there an ads in menu? They don't even make it look good.
Weiterlesen
Empfohlen
2225 Std. insgesamt
Verfasst: 23.11.21 15:47
Probably not the same team that worked on Industry Giant, but this game gets pretty darn close and I can recommend this game to anyone who loved playing Industry Giant.
Sadly there is no campaign mode in this game and only scenario's. These are one-off missions already in the game or downloaded from the Workshop.
I think it would have increased the playtime some more, giving people more purpose.
It's not a bad game, but either you play this for 1000 of hours creating the perfect production chain or you stop at 30 hours because you build one of 3 prototypes and the game tells you you won.
All in all, it's up to you. Do you find the current price justifies the amount of time you will put into it?
fun =/= time ratio.
If money is no object and you enjoy games managing production chains, BUY IT.
Weiterlesen
Empfohlen
3526 Std. insgesamt
Verfasst: 16.11.21 22:57
Weiterlesen
Empfohlen
992 Std. insgesamt
Verfasst: 14.11.21 23:23
Weiterlesen
Nicht Empfohlen
19 Std. insgesamt
Verfasst: 08.11.21 03:51
Except up-my-alley it ain't. I did the tutorial, and played the main mode for a bit, but ultimately decided to quit because the UI/UX is clunky and confusing.
Sure, I could play more until I really figured the game out and got the dopamine flowing - but my backlog is huge and I have other management games that are way more intuitive and easier to get into. And if I'm gonna play a game that's cryptic to figure out, there'd better be a big payoff with intricate systems-driven gameplay and lots of depth, not something that seems like it wants to be easy-going and flow-chartey.
So, no thanks.
TL;DR: Backlog big. Brain small.
Weiterlesen
Empfohlen
230 Std. insgesamt
Verfasst: 23.09.21 09:24
A cute game focused on resource mangement and marketing. I have just started playing, but my feelings are very positive.
Nothing revolutionary here, but I like the funny graphics and the relaxed mood. The perfect game for a pause from more complex management/sim games.
I will modify this review in case any issues will emerge in my future play...
Weiterlesen
Nicht Empfohlen
482 Std. insgesamt
Verfasst: 21.09.21 18:14
Weiterlesen
Nicht Empfohlen
1286 Std. insgesamt
Verfasst: 07.09.21 10:20
What I found very irritating is that more sophisticated products demanding more complex manufacture structure does not provide more profit based on prices and demand of those products, next to money needed to spend to research that product to make. So basically best to do is manufacture max. level 2 of products with farming. Became boring after 15 hours of playing as there is no motivation to continue
Weiterlesen
Nicht Empfohlen
457 Std. insgesamt
Verfasst: 17.08.21 16:20
Basically, RoI is a watered-down version of the Anno games. Players must build supply chains from the ground up while managing traffic flow and long-distance logistics in the form of boats and zeppelins. There's an underlying economic simulation driving the price of goods based on supply and demand, but it's quite simple and easily gamed. AI players occupy the map, but there's little to no reason to ever interact with them. It's also rather common to blow past opponents' scores in the early game, making the latter half of each campaign feel like more of a waiting game while you slowly fill out the tech tree to reach a win condition.
To its credit, RoI makes a few interesting stylistic choices with varying degrees of success. The game's visuals and soundtrack are solid overall, but a total lack of variety across cities/regions makes repeat playthroughs unappealing. Most UI elements use the same white, all-caps font. Resource icons are often abstract and unclear. Menus look dense and detailed at first, though upon closer inspection are needlessly cluttered. All of these factors lead to the game looking rather dull at times. There's not much satisfaction to be found in surveying your finished map or watching your production graphs - a critical error for an indie game trying to stake out a place in this genre.
I really wanted to like RoI. It's got a few interesting ideas, and it's nice to see some new blood in a space typically dominated by just one or two huge franchises. It's unfortunate that the game stumbles in so many key areas. Give it a try if you're starved for a new logistics sim, but don't expect too much.
Weiterlesen
Nicht Empfohlen
42 Std. insgesamt
Verfasst: 31.07.21 00:25
Weiterlesen
Empfohlen
690 Std. insgesamt
Verfasst: 07.07.21 16:37
Weiterlesen
Empfohlen
292 Std. insgesamt
Verfasst: 19.06.21 08:07
There is a lot to do, you progress through a tech tree and there's AI competition. If you are into this genre and you like the gfx style, then definitely get this title.
Weiterlesen
Nicht Empfohlen
134 Std. insgesamt
Verfasst: 06.06.21 19:29
Weiterlesen
Nicht Empfohlen
1836 Std. insgesamt
Verfasst: 06.06.21 07:26
The concept is solid. You are a business tycoon with a lot of money. You use your money to start a business empire of farming and manufacturing.
Not complicated, but harder than it sounds. I think an example would be best.
Let's say you simply want to be a large-scale farmer. You're going to grow crops, and sell them.
So, you place your first farm. Of course, your farm needs water. So you need a water pump.
The trouble is that this produces only enough water for one farm. Which means you'll need one water pump for every farm. You can upgrade the water pumps. but this only creates just enough for an upgraded farm.
The water pumps are really expensive. Even more than the farms. Not just in initial placement costs, but in maintenance as well.
Combine that with your transportation costs, and you'll struggle to break even. You'll be lucky to earn $14k per month. Which is very little compared to the nearly $400k you spent to start. You'll need to pass years in ROI to see a return on your investment. Realistic, but not very fun.
Often, this isn't enough. While it may appear that you are making money, you might not be. In fact, it's very easy to have your business fail. Since the numbers seem to lie.
That is, I have steadily lost money (in some games) despite the numbers indicating I'm cashflow positive. Recently I got a pop-up warning me that I was losing money. Even though the budget screen showed I was making $200k/month in profit.
It's possible I've simply missed something. Or maybe I'm just bad? I don't know. What I do know? I've spent 30 hours of my life trying to figure this out, and I'm about done.
There are other problems, as well. A big one is the traffic.
Traffic is hard to manage. Especially once you have a lot of production. It's not long before your trucks are forming long lines waiting to enter/leave certain businesses.
The game suggests that warehouses help with this. They don't.
Warehouses are very convenient. They make it much easier to distribute necessary materials to your factories and farms.
(In theory, anyway.) The water pump can only send to three other buildings. Which must all be manually chosen. The warehouse has no limit, and automatically sends buildings what they need.
In reality, you reduce the number of trucks you use by 50% if you simply don't use any warehouses. Which in turn, greatly lowers your overhead for transportation costs, and keeps the roads clear. You just have to put up with a little micro-management.
Warehouses have a wide area of effect. When placed, all buildings in it's radius will automatically start sending all the product to it. This is a problem.
You can't just use one warehouse. You need a bunch of them. It automatically redirects all the buildings. Which is a real pain.
Of course, you can disable this... building by building. You've gotta do this before or after placing the warehouse. Regardless, there's no getting out of it. Once you have two near each other, you're stuck micro-managing.
In the end, you are forced to micro-manage. Either because you refuse to use warehouse, or because you need multiple warehouses.
Another annoyance is the research system. Much can be eliminated with a game option. Either way, it's very expensive. It also takes up way too much game time. How on earth does it take two months and $400k to understand how to [strike]Dougie[/strike] plant two more sections of field per farm? Why do I need to do this for orchards and plantations as well? Wasn't once enough?
It's too bad that these flaws really ruin the game. It's got some great positives.
In particular, I love the modernism art style. An excellent choice considering ROI's default start year is 1930.
The UI is great. It goes for a minimalist approach, and succeeds. It's all simple and clear. Need more info? The tooltips are excellent. Consistently concise, they require only a glance.
The control is smooth, and I've never had any fps issues.
Overall, ROI is rather limited. You build, you make, you transport. That's about it. Also, there's only really two modes: career and sandbox. Career is merely one-off single-player games. Sandbox is basically the same, but without goals.
After a few plays, there's not much to see. You've done it all. Nothing left except cranking up the difficulty.
There are also games that provide similar gameplay, but are far better.
Like Railway Empire. It's everything ROI provides, does all of it better, has tons of DLC with lots of extra challenges, scenarios, online leaderboards, fully voiced opponent characters, and you're also a railroad tycoon on top of being an industrialist.
Or Tropico. It's everything ROI does, but better. You grow crops and sell them. You manufacture stuff. All with far better graphics and music. You even get to be a caribbean dictator!
Rise of Industry isn't a bad game. It simply doesn't have enough to justify itself versus competitors and contemporaries. Ultimately, there's nothing here you can't get elsewhere. So, I can't recommend it.
Weiterlesen
Empfohlen
1660 Std. insgesamt
Verfasst: 18.05.21 06:07
Weiterlesen
Nicht Empfohlen
583 Std. insgesamt
Verfasst: 06.05.21 19:41
Frustrating
Weiterlesen
Nicht Empfohlen
298 Std. insgesamt
Verfasst: 04.05.21 17:02
but on the Linux version (at least a native version hey) there are often graphical glitches (weird blue triangles cover half the screen when you hover the mouse over some building you want to build)
and weird bugs in general. At least I think its a bug, when I cut wood and all - like the game tells you to - and after one ingame day suddenly the pollution is so bad everyone died - Game Over
This was the most extreme instance of this so far, usually I could at least play for some time lol
(and the pollution heatmap showing absolutely no pollution??)
otherwise it'd could be so fun
Weiterlesen
Empfohlen
1243 Std. insgesamt
Verfasst: 03.04.21 17:12
Weiterlesen
Empfohlen
4475 Std. insgesamt
Verfasst: 12.03.21 21:21
Satisfying. It'll take some difficulty tweaking so you aren't drowning in money later game, but this game has a real sense of building up your communities so they can handle your higher priority goods. You might be involved in dozens of goods instead of specializing entirely down one tree. The towns only start to need more complex items after you've nurtured them to need it.
On the harder difficulties I sweat about what to develop next, or whether I should go massively into debt to pick up a new region before my competitors.
How you structure your transportation network is CRITICAL. Taking more active control of how things are transferred really helps your margins.
The graphics are very pleasing, the music is great, and the UI is a 4/5 which is saying a lot for the genre. Performance can stutter a bit while scrolling but I haven't suffered any slowdown as things get more complex.
Weiterlesen
Nicht Empfohlen
118 Std. insgesamt
Verfasst: 27.02.21 03:49
In practice, it's riddled with flaws, and seems unfinished. Really unfinished. My main complaint is that rotating the camera with Q & E gives only 90 degree rotations, making it really difficult or impossible to see some parts of what you're placing.
Please make it better. Only buy if you can find it for AU$5 or less. AU$42.95 is incredibly excessive and I am glad that I did not pay that price.
Weiterlesen
Empfohlen
6752 Std. insgesamt
Verfasst: 16.02.21 06:11
- Finance menus can be improved. More details can be added.
- If you fulfill your city's needs city can grow its good.
- Can be invest more on graphics.
That's it for now thanks for the developers.
Weiterlesen
Empfohlen
2766 Std. insgesamt
Verfasst: 14.02.21 23:29
Weiterlesen
Empfohlen
857 Std. insgesamt
Verfasst: 14.02.21 19:13
Weiterlesen
Nicht Empfohlen
1587 Std. insgesamt
Verfasst: 06.02.21 16:33
The general principle in industrialised economies is that the cost of producing goods varies by location (coffee is cheap to produce in Brasil and Vietnam, not so cheap to produce in Sweden or Iceland) and transportation is cheap (it costs less to grow coffee in Vietnam and ship it to Sweden than to grow it in Sweden). Rise of Industry does not model this. The cost of producing goods is constant, and the primary driver of profitability is transportation costs. OK, it is slightly cheaper to produce water if you are next to a river, lake or ocean. But given a choice between a location which has no water but has low transportation costs and a location with water but high transportation costs, you always choose the one with low transportation costs.
The AI does not play on the same difficulty level that you do. That is fine; the AI is easier to implement that way. Except it means that when you buy out the AI, the first thing you do is you sell all their buildings because their operations are otherwise unprofitable. This would be fine if there was multiplayer, but there is not.
Competition is kind of wonky. The best you can do is make sure the shops in your opponent's town are fully stocked so that prices go down and they eventually give up producing the product. But really what you want is to go to their customers who are buying an apple from them for $1 and offer to sell them an apple for 90 cents, and you can't really do that.
The consequences of killing people with environmental pollution are too low. When pollution killed 10,000 people in the Great London Smog of 1952, the government passed the Clean Air Act to stop the problem. When serious mistakes at my scrubber resulted in the death of similar portion of my town's population, the consequences were that I had slightly fewer customers. This is especially annoying when I am running a tight ship on pollution and my competitors are dumping toxic waste directly into food! I wanna lobby the government for more environmental protections to stick it to them, but I can't.
If your workers go on strike, there is nothing you can do about it. You can't offer them concessions, you can't hire strikebreakers, you just have to wait out the strike. It's the worst.
Weiterlesen
Nicht Empfohlen
541 Std. insgesamt
Verfasst: 05.02.21 21:59
Weiterlesen
Empfohlen
623 Std. insgesamt
Verfasst: 05.02.21 04:21
Weiterlesen
Nicht Empfohlen
62403 Std. insgesamt
Verfasst: 26.01.21 21:02
With some essential features added could be a good game. All the players want competition but dev weirdly, against all the players requests, insists the competitors are not competitors - very strange, he does not adapt to requests from playing players.
For now the game should still be in Beta until it gets the abovementioned basic abilities to fundamental to managing an industrial empire.
Weiterlesen
Nicht Empfohlen
74 Std. insgesamt
Verfasst: 02.01.21 17:06
Try OpenTTD (free) first. If you like it but wish it were prettier, don't mind parting with the sale price of $10 or full price of $30, and don't have anyone to play with, buy this game.
I don't personally like OpenTTD but this game with the YogsCast JingleJam bundle for 2020, so I tried it out.
Weiterlesen
Nicht Empfohlen
334 Std. insgesamt
Verfasst: 02.01.21 14:38
If that's your cup of tea, by all means, go for it.
Weiterlesen
Nicht Empfohlen
183 Std. insgesamt
Verfasst: 25.12.20 01:16
Weiterlesen
Nicht Empfohlen
491 Std. insgesamt
Verfasst: 24.12.20 05:58
Devs, you need to figure out a better way to step players into the game bit by bit so that it doesn't feel so overwhelming all up front. For this reason, I can not recommend this game.
Weiterlesen
Nicht Empfohlen
243 Std. insgesamt
Verfasst: 21.12.20 00:06
Weiterlesen
Empfohlen
7522 Std. insgesamt
Verfasst: 19.12.20 22:15
Weiterlesen
Nicht Empfohlen
1172 Std. insgesamt
Verfasst: 06.12.20 18:23
Primary detractions:
* It's very heavy on micromanagement - basically every single link between any producer & consumer must be manually configured, and the UI for doing this is inefficient. That's what you fundamentally spend most of your time doing, and it's just dull busywork.
* For the most part, the results of your industry just go into black holes (the towns). Sure, in doing so you make money to continue the cycle, but it feels less satisfying than other styles in this genre (e.g. The Settlers, The Colonists) where the things you produce are necessary for construction, combat, etc.
* The AI is pointlessly weak. More generally, the game is very easy. Even on the absolute hardest settings for all game options, there's no risk of failure, no real challenge. It's basically like a sandbox - which can be fine, but just be aware that contrary to appearances there is no real competitive mode a la Transport Tycoon / Railroad Tycoon / etc.
* On the topic of the Tycoon games… I find their focus on the transportation - less than buildings - more entertaining. The Railroad Tycoons in particular had a entertaining core gameplay element of sussing out the right routes to move the right goods given the engines etc available, with long-term planning being essential since track is expensive and you want to use the same track runs for many routes, for efficiency. Rise of Industry, on the other hand, does technically have trains, and boats, and airships, but you very rarely actually use them for anything. You never _need_ them, in any circumstances.
* The vast majority of goods movement is done by trucks. You have no real control over how trucks move, and there's an infinite number of them - inadvisably set a route all the way across the map? No worries, an unlimited number of trucks will spawn to carry any number of goods. It seems like a particularly obvious design flaw - it would make the game much more interesting and deep to have finite trucks per producer, and thus require care about the distance they travel (and the traffic they encounter) lest you bottleneck the output. It'd also then make warehouses actually useful - currently they're more a hindrance than a help, most of the time.
Weiterlesen
Nicht Empfohlen
536 Std. insgesamt
Verfasst: 05.12.20 16:20
Weiterlesen
Nicht Empfohlen
929 Std. insgesamt
Verfasst: 26.11.20 01:03
Weiterlesen
Nicht Empfohlen
2034 Std. insgesamt
Verfasst: 24.11.20 08:27
Game could be great, but likely never will be. Do not buy.
Weiterlesen
Nicht Empfohlen
689 Std. insgesamt
Verfasst: 17.11.20 07:48
It took me few hours to realize it, then I just walked away, took an interesting book to read, and in few hours I won the game.
Weiterlesen
Nicht Empfohlen
1061 Std. insgesamt
Verfasst: 19.10.20 12:48
- The pollution appears to be excessive, just one toy factory and the nearby field starts losing productivity
- Water has to be driven by truck. That's a big problem, since every farm, orchard and livestock need it. What about pipes?
- Auto pick-up and delivery of goods is limited to a small radius
- Way too many trucks, a beef farm will produce leather, milk and meat, that means 9 trucks on the road (3 for each), to which you need to add the trucks bringing water and wheat (that's 6 more trucks)
- City growth is very slow, the number of starting stores is low
- Contracts are useless
- Traffic jams very early in the game
- Loading times a bit long despite having a SSD and 16GB RAM
- Loans have a 25% interest rate
- Auto-generated map has issues. It is strongly recommended to chose a settlement with at least 3 stores. On a medium map there's only one. I tried multiple seeds generated by the game and that settlement was either having no resources, or no access to water
For the positive aspects:
- Very pretty
- Good UI, very informative, with a lot of bubbles telling you the productivity (percentage), the issues (pathing, productivity, etc)
Weiterlesen
Nicht Empfohlen
4497 Std. insgesamt
Verfasst: 18.10.20 13:07
1. You can effectively Setup a small but highly efficient tier 1/2 chain (and farms to help grow city) and just walk away.... In fact that's exactly what i did, i started a small toy chain and got caught up in real life and left the game on alt-tab. Came back to 1200m, bought out every other 'business' and now there's nothing to do aside from Que the Tech and finish tier 3. At time of this review, my play through (one city, one chain) has 2500m from tier 1 and 2... There's nothing left to do in this playthrough now, and it's like sandbox but generates achievements.
2. Certain mechanics are unclear, and the game becomes unstable after any sense of a 'long' playthrough. From routes simply breaking when placing a warehouse or the Warehouse sending 2 trucks a month despite being having max items and no other routes...
3. In-game 'Contracts' are essentially worthless, your time is better spent optimizing a small chain and the profit from said chain will far out-weigh any contract you're given.
4. In-game Events are bugged. In game events start off pretty solid, but as the game becomes more unstable over the duration of a play-through they become very buggy. From the modifiers not being applied, or in my latest playthrough, being permanently applied hours (real world hours) after the event expired.
5. Pollution is strange, and while it's rather intuitive for factories and purifiers... The pollution from road/traffic is seemingly random, and i've watch it creep up, simply disappear, and then only appear at bridges (Trees or no trees)
This game has a ton of potential, and it has it's own sense of charm. The game was initially challenging, and quite fun, and i really wish the Dev Hadn't given up on it. Unfortunately, the solution to beating this game is a one shoe fits all approach. The same concept can be used for every chain with success although some industries are simply better to pursue in terms of time.
Weiterlesen
Empfohlen
2588 Std. insgesamt
Verfasst: 10.10.20 12:01
Weiterlesen
Empfohlen
4534 Std. insgesamt
Verfasst: 11.09.20 18:27
Want to do an agriculture focus that shifts into food and drink production? Do it.
Want to do a forestry focus that shifts into toys and furniture? Do it.
Want to do a mining focus that shifts into fabrication and hardware? Do it.
And there's always the opportunity to mix and match. You can add some farming into a forestry approach to grow rubber and cotton. You can add some forestry into mining to make better furniture.
There's always a freedom of choice in how you grow and expand, and that's something not many games do right. After putting down the game a while ago, I've come to realize how enjoyable that can be.
Weiterlesen
Nicht Empfohlen
1486 Std. insgesamt
Verfasst: 07.09.20 21:41
Positives
1) Art Style - The colorful art polygons has a lot of appeal and enhances initial impressions.It was ultimately the art style that led me to buy the game back in Early Access. Huge selling point.
Negatives
1) User-interface - You spend a lot of time manually tinkering with aspects of the UI to calibrate your production chains to the nth degree. The UI does get in the way of the game being fun and exciting.
2) Tutorial - There's a very basic tutorial that highlights how to setup a few components in the game; however, it is largely insufficient to allow someone to go from instructional demo to playing the game and not losing money. I was holding out that after the 1.0 release they would come back and improve it, by adding 5+ other deep dives into certain aspects, but aside from some slight tweaks, nothing else has been added.
3) General Complexity - I recall the developer stating in streams/devblogs (nice guy by the way), that he wanted to build a game that cannot be mastered within a few hours. Games have to strike a balance between catering to the enthusiast and catering to the newcomer of the genre. In this game's case, they certainly favor the enthusiasts and the game is a bit counter-intuitive in is overall design. Speaking for myself, I certainly came to the game expecting that I could pick an industry of preference, focus on it and tech up to make some money with that focus. Instead, you're essentially forced into key tech industries with the need to develop and swap around production chains, all the while being penalized for where you initially placed buildings x distance from eachother.
Conclusion: I think there's some who have played other production chain games and will get some enjoyment from this one. Personally though, I feel like this game just isn't fun and would much rather play other production chain games that seem to balance the complexity a bit more for all parties. i.e. Games like Factorio, Satisfactory or Autonauts.
Weiterlesen
Nicht Empfohlen
64 Std. insgesamt
Verfasst: 16.08.20 21:31
Weiterlesen
Empfohlen
1231 Std. insgesamt
Verfasst: 11.08.20 18:01
With that being said, maybe it is due to the lack of complexity that other city builders have that you might not enjoy Rise of Industry. No doubt that the first few hours you spent learning the game will make you feel as though its a compelling game. But as you reach further in, you will find that Rise of Industry will rise the idler within you. Its clean low poly artstyle and simple gameplay however, makes Rise of Industry an easy entry point for players that would love to enter the city builder genre.
Pros
- Clean Low Poly Artstyle
- Surprisingly Compelling
- Easy Pollution Management
- Straightforward Production Chain Management
Cons
- Easy Pollution Management
- Compelling Only For the First Few Hours
- Lack of Complex Challanges
Conclusion
Rise of Industry is no doubt a quintessential city(industrial) builder game. Perhaps the simple supply chain setup and pollution management makes Rise of Industry an easy gateway to the city builder genre. But if you enjoy the likes of Anno, Cities: Skyline and Frostpunk, you may be disappointed with the city builder experience Rise of Industry provides.
For a full Rise of Industry review: https://www.youtube.com/watch?v=FGmlZ9rWxWQ
Written Review: https://www.zepdowntime.com/rise-of-industry-review-rise-of-an-idler/
See more game review over here.
Weiterlesen
Nicht Empfohlen
847 Std. insgesamt
Verfasst: 08.08.20 21:46
- No interesting differences between types of goods - higher tiers sell for a lot more, but the fact a town wants furniture versus toys versus canned goods is totally irrelevant, beyond the potential to feed into some prerequisites you already had (i.e. already making planks? You're in a better place to make furniture than teddy bears).
- Very poor transport simulation. Traffic exists, but there are very few tools to control its flow, and even when you've planned out nice routes, the AI will take bad routes. There is no explanation of why a route is picked making it impossible to tell whether the bad behavior is the player's fault or the game's. Finally, the more advanced transport should enable more efficient and interesting supply chains, but the trains AI is so poor that anything but the simplest rail network results in backups and crashes - no semaphores or signals. It is telling most players prefer Zepplins for end-game routing, which removes all complexities of route planning.
- Poor UI. The most common things you'll be doing is searching out the best prices for goods and routing goods from one place to another. Both of these are hidden in sub menus for each building, requiring multiple clicks on each change. I couldn't find hotkeys nor a copy/paste functionality that would reduce micro-management of buildings. The logistics network available from warehouses is equal parts obtuse and inefficient, automatically pushing all your inputs/outputs into a bottlenecked building.
Ultimately, the art is great, but the gameplay is lackluster. Player OTTD for route planning, play Anno for building placement and supply chain optimization - or just get Factorio and get the best of all worlds.
Weiterlesen
Nicht Empfohlen
1159 Std. insgesamt
Verfasst: 26.07.20 21:01
The early industries are nice (farms, raw resources) but then everything starts to look alike.
Micromanagement demands are excessive, considering how little the UI helps you. Where is the button to stop selling a type of wares in every shop of the country, when you have an emergency contract that pays +100% for that type? Why did I have to look up a wiki on the internet to find out how to take a loan?
In addition to the UI issues, tracklaying is very awkward (you can check out Railway Empire if you like that activity done right in 2020), and the terraforming options are less advanced that something as old as Transport Tycoon.
Weiterlesen
Nicht Empfohlen
1597 Std. insgesamt
Verfasst: 26.07.20 01:26
Weiterlesen
Nicht Empfohlen
620 Std. insgesamt
Verfasst: 24.07.20 14:25
Story
There is, as usual with such games, no story. That's not bad, because Rise of Industry works well as a sandbox in which you can build up a business at your whim.
At first sight the game reminded me of games like Transport Tycoon or Transport Fever. But it's less a logistics game than a game about satisfying offers by building up production chains. The main focus is on regulating the correct amount of incoming and outgoing raw materials and goods to ensure smooth production. Transportation plays a secondary role.
Gameplay
There is light and dark sides here. Let's start with the positive:
The creation of the game is very configurable. The game gives you the feeling of being able to offer a very individual setup by giving the player the possibility to weight different challenges of the game.
The game has a very large selection of different goods that have to be produced through a chain of factories.
The game has a research area which is new for me in the genre and especially at the beginning of the game the decision in which area of goods to specialize in is a little trickier. With longer games this part plays a smaller and smaller role.
Now comes the negative:
For me, the whole thing with the production amounts didn't work. The production of high-quality products (T3 and T4) is incredibly complex. The problem is not that it is too complicated, but that the game does little to make the complexity manageable.
An example of this is the use of different production cycles: For example, a city buys three pieces of product A per 15 minutes. A factory produces two pieces of product A in 45 minutes. For this it needs 2 products B and 2 products C. However, 2 of product B are produced in 30 minutes and 2 of product C in 15 minutes. Moreover, product C needs 1 product D and 2 products E while D is produced in pair every 30 minutes and one E is produced every 15 minutes... How many factories do in need to provide the demand without producing to much?
The game does not show a general flow of goods or the volume per generic time unit. If you don't calculate this exactly, there is always a factory calling for an input. Then you build one of the previous factories to provide the input. After five minutes that factory calls for input...
I'll make it short. I sat down after about five hours and created a sheet that gave me the number of factories I needed for a given demand....
The next thing was logistics. The game introduces central warehouses to collect and redistribute goods in a perimeter. As soon as I don't want to use the automatic of the department stores, I quickly felt lost. From then on I create a huge list in a much too small UI in which I specify what has to be taken where. There is neither an overview of the complete moved goods nor a display on the map which makes it transparent to me which factories in the area are delivering and receiving.
What I don't like is if the relations in the game are not correct and in my opinion this is the case with Rise of Industry. In the beginning I had a city with about half a million inhabitants. However, I also had an area three times the size of the city filled with different factories and farms, just to deliver a fraction of the goods in demand. For me, this is clearly too many factories. On top of that there are an exorbitant number of truck convoys that drive around just for my few goods.
Graphic
We'll make this quick. I love the graphics. The UI's are confusing but nice. I like the factories, the buildings, the icons. I think both the style and the execution are wonderful for a game like this.
Sound
There's not much I can say here. I had the sound off most of the time because I was listening to music on the side.
Conclusion
Phew. I'd like to like this game. I am an experienced player of all kinds of business and logistics simulations and was thrilled when I heard about Rise of Industry. I realize that in this review the negative part is very big. But I would like to assure you that it is above all very subjective. The game did not give me what I was looking for. Maybe I wasn't in the mood for the kind of problem either. I will look at it again at another time.
Weiterlesen
Nicht Empfohlen
449 Std. insgesamt
Verfasst: 19.07.20 14:45
Weiterlesen
Nicht Empfohlen
651 Std. insgesamt
Verfasst: 07.07.20 16:00
I'd rather play OpenTTD.
Weiterlesen
Nicht Empfohlen
2302 Std. insgesamt
Verfasst: 29.06.20 13:49
The biggest problem is that you get unintentionally punished for your early game mistakes which leads to boring repetition. I got caught in this stupid loop of making a planning mistake and then starting a new game. For example, I would set up some lumberyards and place the harvesters too close together. Then I would place some farms nearby. But after a while, my lumberyards would slow down because their harvesters are too close together, but I can't really move the harvesters further apart, because my farms are in the way. The whole game is like this.
I got sick of playing because the game is so strict about how it wants to be played. It feels like the developer is laughing at me, Ha ha ha, stupid player, you did not create this production chain exactly as I imagined it, you will have to restart you game soon, Ha ha ha.... Why have a tech tree when I take pretty much the same path through it every single game?
Perhaps the mistake is mine, to expect a game out of something that is more like a simulator, but I had more fun with other games in this genre.
Weiterlesen
Nicht Empfohlen
565 Std. insgesamt
Verfasst: 27.06.20 23:45
Well, after 9 hours and around most of a game later, I can thoroughly say I'm dissatisfied. In the initial couple hours of the game, the game is plagued with a terrible tutorial (see other reviews), a generally confusing UI (little to no tooltips), and most of all: extremely outdated or simply lacking online documentation. But, I was dedicated, and I pushed along trying to enjoy the game for what it is. I enjoyed the graphics, the audio, and the general concept. However, as I progressed along with ever increasingly complex supply chains and mechanics... it just became tedious. Delivering goods from warehouses to multiple recipients is an absolute challenge. No copy-paste features, an extremely slow scroll bar, and an ever increasing list of delivery routes just made the most basic mechanics of the game feel repetitive and truly mundane.
This is my biggest gripe with the game. Truly, the gameplay would feel so much less shallow and much more satisfying if the UI didn't set it up as more of a job than a video game. Congrats to the dev for creating such an intricate and connected game. There are minimal bugs, and again the atmosphere is stellar. However, the UI and general depth of the game just makes it unenjoyable to me. I would love to see the Destinations screen revamped and useful tooltips provided across the game's entirety, but with it being in a fully released state... that's probably too much to ask. To close, buyer be wary. Do your research, and DEFINITELY buy on sale.
Weiterlesen
Empfohlen
592 Std. insgesamt
Verfasst: 22.06.20 16:16
Weiterlesen
Empfohlen
6998 Std. insgesamt
Verfasst: 13.06.20 23:25
From my perspective, Rise of Industry is a logistics simulator. As such, I usually spend most of my in-game time doing math and organising my industries in spreadsheets. That is to say, during gameplay the game is mostly paused while I'm analysing future prospects, tuning different aspects, researching, calculating resources and production, implementing new industries necessary for releasing a new product, etc. I know many will relate to this approach, while many others would want a more dynamic approach. From my point of view, to simulate markets and industries well one needs to employ the tools which are most common and necessary to deal with them in the real world; the game becomes more realistic, in a sense, and the intrinsic logic reflects more precisely the areas it tries to simulate. After all, this game is a simulator.
To play in the highest difficulty will demand a very good understanding of the game and usually depends on working with very low profit margins, if any. Math, in this sense, will be not only useful, but necessary. Therefore, this level of difficulty is not for everyone, specially if you only want to build things and have a good time. Many hours will also need to be spent researching the game and understanding every mechanics, which can be troublesome if you prefer a lighter and more direct experience.
Once you dedicate to the game and discover how it fully works, however, Rise of Industry is really powerful and interesting. The game could be more complex with the addition of other industries and resources, with a stock market, for example, and with other upgrades. However, it is already very well developed. I specially adore the low poly graphics which, besides giving the game a unique style, also help with the performance when you play for several hours. I look forward to the next iterations of the game.
Weiterlesen
Nicht Empfohlen
244 Std. insgesamt
Verfasst: 06.06.20 22:57
I can find sales in units and dollars. I can see the efficiency report for buildings. But I can't look and see how much of a profit or loss a building is running at, and for that I'm out. That is such basic information, and maybe I'm missing something somewhere but that type of info should be obvious. There isn't anything in the game that makes me want to deal with the aggravation.
Edit: OK, I found some product profitability info which helps but I still don't see profits reported by building.
Weiterlesen
Nicht Empfohlen
265 Std. insgesamt
Verfasst: 31.05.20 12:09
Weiterlesen
Empfohlen
2559 Std. insgesamt
Verfasst: 13.05.20 12:17
You do not get to set up really intricate and in depth transport systems like you do on OTTD; you don't get to really build, take care of and shape a colony like you do in Anno; there really isn't the level of city or traffic planning and simulation that Cities skylines has; and you absolutely do not have to sign away your life to whichever god descends to install Factorio into your brain to forever only play and think about that game.
What we do have here however is game with a very pleasant though simple graphical design that lets you build production chains from raw materials through several tiers of increasingly complex and valuable products. You get to set up and try to optimize transports to, within and from your farming and industrial complexes to cities in need of your goods. Reserach new products and ways to increase your efficiency and profits. You get to compete with AI companies trying to do the same.
In conclusion it is my opinion that this game is a very accomplished management game that is well worth it's asking price that does a lot of the things I expected of it. I have greatly enjoyed my time with it thus far and will continue to do so for a while yet.
Weiterlesen
Nicht Empfohlen
2019 Std. insgesamt
Verfasst: 10.05.20 17:31
That being said, if managing production and exporting manufactured goods, or just enjoy managing that kind of stuff then it is great however...
PROs:
- Lots of customisation, be it:[list]
- font size,
- finite resources,
- left/right sided traffic,
- lots of option for randomized maps,
- option to create custom scenarios. And many more
CONs:
- BIG flaw shipping - logistics are simplified, You can not route trains the way You could in other games of this type, e.g. chris sawyer's locomotion, Transport Tycoon. The trains will take the shortest route every time. This creates grid lockdowns, due to incoming and outgoing trains taking only one route out of two available.This happens because, train station has two tracks, one green and one red. if You connect multiple stations without using tunnels or bridges(green to green, red to red), eliminating unwanted connections then it will be fine. However bridges/tunnels are locked down pretty deep in tech tree making it unavailable at the start. The biggest issue lies with road traffic, lack of option for setting main or subordinate road. When using standard roads (dirt, urban) the trucks will create long traffic jams. That is due to every truck stopping for 2 seconds before every crossroad. [One_way urban roads] will not be of much use. Making simple roundabout out of 1way road will not solve the issue of every truck stopping at crossrad for 2 seconds. Even if said crossroad is made out of one way road only (one road breaks into two with the same traffic direction as its original) The dumb trucks will stop and wait for 2 seconds before moving on. Another issue with shipping is related to trucks being picky, depending on right/left_traffic option. Trucks will always cling to one side of the road, even if there is not any crossroads before warhouse (which has two one_way roads for incoming and outgoing routes) the incoming trucks from second road will always stop traffic on existing highway just to slip in on the right lane, making massive jams in the process. Instead it should just turn and stay on the left side of the road without stopping the traffic.
- Simple AI. competitive corporations(AI) are just existing, there are no ways to increase/decrease its aggressiveness, They will not compete to get sweet contracts for delivering certain goods to certain locations. They will not buy Player company shares. (I find it lacking, there should be option to enable AI to purchase player company shares)
- Tutorial is lacking, It will drag Your hand through very basics, but will not say why.
That concludes my review. That being said, I can not reccommend the game at its full price. It is solid game, but without advanced shipping tools it is just a child's game.
Transportation is the most important part of production management, without it the game will be lacking. Rise of Industry could be succesor to Transport Tycoon Deluxe or other similar games, but it took easy way.
It saddens me, but I can not give it thumb ups with clear conscience.
TLDR: get it on sale.
Weiterlesen
Nicht Empfohlen
10 Std. insgesamt
Verfasst: 08.05.20 13:14
Do not support this developer
The game locks my kubuntu (linux) system when trying to start the game. And on the store page it states that it should work on linux systems.
Seems to be the same bug as in this bug-report.
https://steamcommunity.com/app/671440/discussions/1/1643168364647082723/
Edit, from after the conversations with the dev.
Here is the bug report I made
https://steamcommunity.com/app/671440/discussions/1/2245552720306087744/
And now, after how the dev respond, I will not change this to be a positive review even after the bugs are fixed. As clearly can't even look at the bug reports that are sent in before commenting that it's NOT his games fault. And as the dev is clearly a person that can't handle personal comments.
And as I did get the game from humble bundle, I can't get a refund for it...
Weiterlesen
Nicht Empfohlen
512 Std. insgesamt
Verfasst: 06.05.20 17:48
Weiterlesen
Nicht Empfohlen
581 Std. insgesamt
Verfasst: 03.05.20 02:46
Here's an example:
I grew olives to make olive oil, which can then be used to make olive oil and (subsequently) potato chips. When I started my orchard and original factory, I didn't have a warehouse. This is sadly and frustratingly important, trust me. Without the warehouse existing, I could choose to simply send the olives directly to the processing plant to make oil, and then sell that to the grocery store or whatever I wanted. You get three routes per production plant/farm/extractor.
As things progressed, I needed more orchards and processing plants to get ready for making potato chips. So, I finally plopped down a warehouse. EVERYTHING WITHIN THE WAREHOUSE'S RADIUS CANNOT SEND THEIR PRODUCTS TO ANYTHING BUT THE WAREHOUSE. Sorry, but it seriously ruined the game for me. I now had to literally waste time and money sending olives to the warehouse, then to the processing plant to make into oil, take the olive oil back to the warehouse, and then take that to the potato chip plant, take the chips back to the warehouse, and then FINALLY take the chips to the store. And on top of that, I noticed the olive oil wasn't getting to the chips plant because I was also selling it to the grocery store. So, I disabled that route of taking it to the grocery store, and yet nothing improved. When I carefully watched as trucks grabbed olive oil from the warehouse, where were they taking it? To the GROCERY STORE! They wouldn't stop!
Even bulldozing the warehouse didn't fix it. It literally just said that I now can no longer send my olives or oil anywhere because there was no warehouse in proximity. Please fix that crap. Seriously. It's such a good game right up until things like this happen.
Weiterlesen
Nicht Empfohlen
394 Std. insgesamt
Verfasst: 01.05.20 06:40
As a veteran OpenTTD player who has managed to enjoy pretty much every tycoon game from Railroad Tycoon to Monopoly Tycoon, this just ain't it fam. It feels like it is close to being good, but just falls short somewhere. The tech tree is so unsatisfying and progress comes at an absolute slog. The campaign mode is disjointed and feels totally unpolished. I couldn't manage to get a single profitable train line running, sure it freed up the traffic jam but they were so expensive to use. It seems to be pretty unforgiving to certain strategies, and understanding profitability is either impossible, or not presented well enough to be accessible.
I wanted to like this game, and it is with a heavy heart that I can not recommend it.
Weiterlesen
Empfohlen
3116 Std. insgesamt
Verfasst: 22.04.20 23:15
Pros:
- Love the art style and aesthetics. Opening movie is very charismatic.
- Music is on point.
- I like how you have the option of disabling rounded times (i.e. some things take 10 vs 20 vs 25 days, etc.)
- Early game really forces you to keep a close eye on your budget. You can't always just dump money into R&D.
- You can either play it and feel it out or keep a calculator nearby.
Cons:
- Tutorial was not that helpful. I learned more through a YouTube video.
- AI don't really do anything.
- Once you make it through early game (~700k/mo and up) everything else is a breeze.
- UI could do with more features: minimap (particularly on large maps) or city list, more explanations on what buttons do. Customizable buttons if possible (for instance, if I wanted to change the destination of my liquor factory, have an option to apply settings to nearby liquor factories).
Weiterlesen
Nicht Empfohlen
1800 Std. insgesamt
Verfasst: 12.03.20 02:03
Lots of potential. I would revisit if a later patch improves gameplay issues and adds some more meaningful or interesting challenges to the middle/late game.
Weiterlesen
Empfohlen
1140 Std. insgesamt
Verfasst: 06.03.20 20:08
Weiterlesen
Nicht Empfohlen
1299 Std. insgesamt
Verfasst: 25.02.20 22:16
Unnecessary hard because of UI inconsistancies and some solvable UI bugs
No real end(less)game motivation, at Prototype stage the game just stops being interesting.
Bit disappointed to be honest - it does have a soothing style.
Will probably give it another shot in a year or so. Good luck!
Weiterlesen
Empfohlen
514 Std. insgesamt
Verfasst: 15.02.20 19:41
Pros for me:
- Grahics and music is good.
- Fairly polished UI.
- Surprisingly deep yet not too deep, suits casual gamers.
- Great pacing
Cons for me:
- Confusing and lacking tutorial. (Moving from train trade to buying stock? who's idea was that. Also how the hell can I buy stocks? I found out but still.)
- I could use a traffic overview panel (warehouses make it hard to keep track of what goes where)
Weiterlesen
Empfohlen
1404 Std. insgesamt
Verfasst: 12.02.20 07:42
EDIT: After reviewing the Dev's comment, and a quick conversation on his Discord, he was able to educate me on where to better ascertain the information I was seeking. While IMHO still lacking the depth I seek on an economics based game, it is sufficient to play the game as intended. Addiontally I was hugely impressed not only with the Dev's communication abilities, but his maturity as well.
Weiterlesen
Nicht Empfohlen
655 Std. insgesamt
Verfasst: 25.01.20 06:39
Weiterlesen
Nicht Empfohlen
311 Std. insgesamt
Verfasst: 08.01.20 18:43
I find that there isn't much depth to this game. The objective is to build a prototype, right? To do so, you need to establish a chain of production and manage the finances and pollution. It does sound like fun but it's not in practice. I don't know why. I lose any interest in playing the game as soon as I start earning money - that normally happens after building 5 farms and 2 factories.
The competition doesn't do anything apart from building crapload of farms and collectors. Trains are expensive and it seems there is no real advantage in using them.
The budget graphs are useless and you wait ages for research. The quests (auctions) can give a small cash boost but generally aren't worth your time since you have to manually divert resources and then automate them again upon completion. It seems like a simple task but a warehouse has many many destinations and the UI requires endless scrolling.
My gameplay: build farms - wait for R&D - build 1 factory - wait for R&D - build another factory - wait for R&D - and so on. Where waiting for research is just me fast forwarding the game for a couple of minutes.
Weiterlesen
Nicht Empfohlen
421 Std. insgesamt
Verfasst: 22.12.19 13:11
Maybe I'm spoiled by similar games... If you are looking for a game like this, but more depth, I'd highly recommend OpenTTD or even Industry Giant.
Weiterlesen
Nicht Empfohlen
4301 Std. insgesamt
Verfasst: 05.12.19 19:51
4/10
Weiterlesen
Empfohlen
1178 Std. insgesamt
Verfasst: 22.11.19 20:16
Weiterlesen
Release:09.02.2018
Genre:
Wirtschafts-Simulat
Entwickler:
Dapper Penguin Studios
Vertrieb:
Kasedo Games
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop