Strategy, trade and empire building on the old Silk Road. Spice Road is a town building, social and economic simulation game full of original challenges.
User reviews: Mostly Positive (29 reviews)
Release Date: Apr 24, 2014
Popular user-defined tags for this product:

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Buy Spice Road

 

About This Game

Strategy, trade and empire building on the old Silk Road. Spice Road is a town building, social and economic simulation game full of original challenges.

"Deep in the mountains and deserts of central Asia, where life is hard and death is sudden, thin trails of gold, silk and spice trace a web between the industrial forges of the West and the exotic climes of the East."

You are a colonial governor in the 18th Century, building a town on the Spice Road in a time of war and discovery. More than spice travels your roads – musket armies, philosophies, and power plays that span the globe are at your control. From palace to monastry, trade post to smugglers den – your town is worthless without the nobles, monks, merchants and rogues that chose to live in it – and keeping them all happy at the same time is never simple.

Spice Road uses the StormRaid™ engine to deliver a beautiful fully 3D rendered world on high-end DirectX® graphics cards.

Features:

  • Advanced economic and trading simulation. 3 tiers of industry provide goods and services for populations of citizens, slaves and nobles with full control over wages and taxation.
  • Build a network of farms, mines and caravan routes. Scout the map to find rare and exotic goods to export to distant lands.
  • Defeat Bandit raiders, or pay them tribute to keep your routes peaceful.
  • Compete against cunning corporate rivals. Choose diplomacy or raid their caravans and wage war on their cities.
  • Meet your citizen's social and religious needs. Attract visiting explorers or pilgrims by developing the entertainment or spiritual side of your town.
  • 20 Campaign Missions + generate new maps in Sandbox mode.

Player Comments:

"I think it's genuinely fantastic. I play many strategy games, and it's hard to find a mid-level title that is as solid as Spice Road in terms of gameplay." - Colin

"This must be one of the best indie titles I've ever played. I really love it how new features that you unlock bring new challenges... the deep gameplay is something that I enjoyed most in Spice Road!" - Pawel

"An excellent game... Having TONS of fun" - Unchayned

System Requirements

    Minimum:
    • OS: WinXP
    • Processor: 1.0 GHz CPU
    • Memory: 256 MB RAM
    • Graphics: DirectX 8.0 compatible 3D Graphics Card
    • DirectX: Version 9.0c
Helpful customer reviews
7 of 8 people (88%) found this review helpful
36.0 hrs on record
Posted: March 18
This game is almost casual. Almost. Play is quick and clean. It is more an abstraction then a sim - and it is well done. Totally worth the price tag.
Was this review helpful? Yes No Funny
12 of 22 people (55%) found this review helpful
1 person found this review funny
1.9 hrs on record
Posted: March 18
"~5/10" According to My Own Ratings.
It's an interesting game. Rather ugly even for a merchant/management one. But the main problem is that you can't really play the sandbox mode without going through the whole (boring) campaign mode. The sandbox mode is unlocked from the start, but everything is locked there.

So far, I couldn't find out if it has anything new at all.

I tried the sandbox mode, found it a bit annoying that I couldn't figure out how to unlock the new buildings, read the in-game help, it didn't help at all. So, I assumed it would take some illogical sequence of steps and went to campaign mode to check how it's done... it's exactly how I expected it to be in the first place. And when I hopped back into sandbox mode, the option had magically appeared. I thought I didn't pay enough attention the first time, so I tried some more and that's just how it is. The options are missing from sandbox mode or locked until you do the campaings to unlock them.

It's a deal breaker for me, since this kind of game usually requires an extremelly well thought campaign missions to make them worth playing.

If you have never tried any games that even remotely resembles this one, you may enjoy it a lot. If you have, you might want to play them instead. I'm still trying gather the patience to go through the (so far extremely boring tutorial-like) campaing missions to see if this game has anything new at all. I haven't seen a reason to be hopeful though.
Was this review helpful? Yes No Funny
 
A developer has responded on Jun 21 @ 10:46am
(view response)
115 of 124 people (93%) found this review helpful
52.9 hrs on record
Posted: April 24, 2014
Thanks to some top-notch customer service on the part of Aartform, I now have this on Steam! My play hours may not show it, but I've been playing this game for just under a year and have logged probably over 100 hours with it all-told. It was a great game to pass the time while I was commuting from my last job and it is surprisingly deep despite being a little rough around the edges visually. I'm absolutely overjoyed to be able to play it on Steam and start earning achievements!

First things first: This game mainly caters to the kind of player that is interested in logistics and supply chain economics and is only really a city-builder or Civ style game in the loosest sense. You are building a network of trade nodes and attempting to meet various scenario goals or self-created goals (in the sandbox mode) as opposed to fighting battles or growing population. The main challenge is building an efficient and profitable network of trade cities given the resources on the map.

One word of caution: The later scenarios are *hard*. You have to really know how the supply/demand model works and understand route efficiency. Route length and travel times are very important when trying to make the big bucks supplying a huge town. It can be very frustrating: I was stuck on one scenario for a long time because I didn't understand some concepts about the economic model. This game does *not* hold your hand and is for people looking for a mental challenge.

All told, this is well worth the price (I paid the full price and got more than my money's worth) if you are the kind of person that 1) loves classical economics and trade/logistics theory 2) are not afraid to step up to a challenge and 3) aren't too hung up on the dated graphics. BIG thumbs up!
Was this review helpful? Yes No Funny
55 of 62 people (89%) found this review helpful
8.9 hrs on record
Posted: April 26, 2014
This is exactly the kind of game I was hoping for when I read the title and description on Greenlight.

An economic engine, a city builder, a pseudo-historical setting, and an exploration game.

A game that is real time but can slowed down (or sped up.)

Very nice graphics, easy to learn interface, mellow sounds.

I very much like this game.
Was this review helpful? Yes No Funny
44 of 47 people (94%) found this review helpful
1 person found this review funny
40.6 hrs on record
Posted: November 13, 2014
The graphics are cheap and cheesy but the systsem requirements so low this game will probably run well on a George Foreman grill.

Spice Road reminds me of Railroad Tycoon -- optimizing finances and spending a good bit of time interpreting spread sheet data -- logistics. But where I got tired of Railroad Tycoon rather quickly, this game keeps my interest by having a bit of Civilization (the Sid Myers series) thrown in. The ability to train guard units and send them out alone or embedded in caravans really rounds out the game nicely. In the future, I hope there are more types of military units than simply "Guards," or some small expansion of combat. There are many types of buildings to put in your cities and choices to be made about when to level them up which also helps this game be more compelling than simply optimizing spread sheets.

The depth of game is quite good. Don't be fooled by early missions; there are like 20 missions for a good reaon -- it takes that long to learn the basic game. There is a lot of subtlety here which is key to keeping any game interesting after multiple play-throughs. After 2 missions you might think it is simple, but after 8 you realize it is anything but simple. After 12, the possibility of Buyer's Remorse begins to permanently fade.

I was hoping to learn a bit of history when I bought this game, and in that arena, I have been disappointed. I have not come away with a deeper understanding of who the major players of the area were nor what their cultures were like, but the game is still an enjoyable change of pace for thinking fans of strategy games. Adding a few sentences of historical context to each of the mission descriptions would go a long way for history buffs.

Still it is fun to engage in the virtual construction of opium dens, slave markets and monastaries with consequences for the choices you make. You can choose war or peace with NPC factions and pay protection money or fight NPC bandits. Limited finances will make you constantly choose carefully what to build next. Choices, choices!

Some complaints I have: When I start a new town and send out 4 scouts, I often leave 2 on auto-pilot and give 2 instructions on where to go. Later on, I can't easily tell which ones I'm controlling. I get the impression that if you ever take a scout out of auto-explore, it just patrols back and forth to the point you set, wasting time, not exploring after the first round trip. (Not sure if I fully understand its AI yet.)

Worse, the caravans and guards remove the fog of war, but don't fill in the resources, so I can't tell if a patch of ground has been explored for resources by scouts or not. Put it all together, and I feel quite out of control when it comes to exploring for resources. I need more information and more control. It is frustrating when resources are suddenly revealed long after you thought you had scouted out an area... long after you chose where to place your city in that area.

I'd like to see a path when I mouseover a scout -- his planned route of where to go next. Or maybe an icon showing whether he is on auto-pilot. I'd like the ability to return a patrolling scout back to auto-exploration. I'd like to see two different types of fog: one that lets me know if an area has been explored by scouts or not. Maybe a caravan can remove the fog of war, but the area still has a grey tinge until explored by a scout?

I'd like the scouts to look a little less like the caravans. A medium blue oval is sometimes hard to distinguish from a medium-small blue oval. How about adding some bumps to the caravan icon or something?

The list of commodities in the profit/loss view is not alphabetized, making you read the entire list every time you want to find "weapons" or "food" or "ore." On the other hand, at least there is a long enough list to make the game interesting.

Occasionally you will take out loans, but when you repay them, you must repay your largest loan first which can make it hard to get out of a hole once you get a little stuck.

All in all, Spice Road definitely has its charms. It is stable, smooth, coherent, and consistently entertaining. Despite discussing some specific short-comings, I expect to get a couple hundred hours out of this title. I got it on Steam sale for $11.99, and that price seems about right to me. I would hesitate at $20. I am hard to impress, but give it 6.8/10 in its current (Nov 2014) form -- a worthy entry in any Steam library of strategy games. New patches still coming out -- should improve over time.
Was this review helpful? Yes No Funny