In einer Stadt ohne Regeln sind auf dem Weg zur Spitze Kollateralschäden unvermeidlich. Von Knebelverträgen bis hin zu miesen Tricks musst du dein gesamtes Arsenal auffahren, wenn du zum stinkreichen Tycoon aufsteigen willst.
Kürzliche Reviews:
Ausgeglichen (28) - 50% der 28 Nutzerreviews der letzten 30 Tage sind positiv.
Alle Reviews:
Ausgeglichen (361) - 69 % der 361 Nutzerreviews für dieses Spiel sind positiv.
26. Mai 2017

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Kürzliche Updates Alle anzeigen (26)

5. November

Proper Planning! Update - Short delay

Hello everyone! How was your weekend?

We know that today was meant to be when we updated everyone with the new Proper Planning! Update, but over the weekend we encountered a few critical bugs which we need to resolve. We've called in Mr Fixit and his crack team of fumigators who can surely only make things better... so fingers crossed.

Humour aside, we expect the delay to be for a short while, but hopefully not too long as we know that some of the new quality of life changes to be introduced in this update will be quite helpful to those who wish to play the game at their own pace.

As promised, however, we will still be switching on Cloud Saving for Windows. If you do not wish to use it then you may opt-out by doing the following:

1. Right-click Constructor in your Steam Library and click "Properties"
2. Click the "Updates" tab
3. Look for the Steam Cloud section at the bottom of the window and click to disable the check-box if it is already checked by default.
4. You may now close the window and Constructor will not back up your saves to the cloud.

We apologise for the delay, but we hope that you will understand why it was necessary to do so. As soon as we are satisfied that it is in good order again we will make it live for everyone! :)


System 3
10 Kommentare Weiterlesen

2. November

Pre-Patch Announcement - Proper Planning! Update

Hello everyone! How are we all? :)

Firstly, it goes without saying that the update does not go live just yet - a little more time. However, we thought as the update is not too far off, Monday to be specific, that we let you in on the secret of what will be changing.

Some of the recurring feedback that we receive is that the game simply gets ahead of the average fan, and as such becomes very difficult to manage multiple tasks without feeling overwhelmed. We considered how best to handle this and, whilst it did require a lot of changes, we have settled on what is essentially a real-time with pause system. What does this mean for you? If ever you feel swamped, or just want to feel like you're in control more so than usual, simply press the P key or the key to which you have mapped pause. Whilst paused you will be able perform every action you'd normally perform, but in your own time! Now that makes for some proper planning.

In addition, we wanted to look at how we could cut down on some of the additional management. It's never fun when you're in the zone, you've got all these wonderful buildings going up, and then you're needing to manually send work teams between the inside and outside of a property multiple times. Therefore, whenever work is in progress and a work team is standing in the grounds of a building, they will complete all work on that house without requiring you to babysit them. This will allow you to queue up multiple houses, send the work teams over, and then go off and do something else without worrying that they're just standing around instead of going inside and finishing off the rest of the work!

We have also added many new hint messages that will appear throughout the game to point you in the correct direction during some of the more confusing moments, or as a way of just giving you a quick tip. For example, if a house has been visited by Mr Fixit a message will appear (after a delay) explaining how to fix whatever issue it is that he has caused. We appreciate that these messages may not be very useful for veterans of the game, and as such they will trigger after a momentary delay such that if you know how to solve the problem you will not need to ever see the message.

A full announcement covering everything else is to go live Monday.

Enjoy your weekend! :)

• Allow full control of game functions in pause mode. • Implemented option to restart the current game. • Implemented ability to change HUD animation speed. • Allow for continuous placement of the same property whilst shift is held allowing you to place multiple buildings of the same type without needing to go through the estate manager multiple times. • Workteams are now smarter and will automatically go between the inside and outside of a home to finish any room upgrades/fence that is in progress. • Workteams will now automatically enter a Gadget Factory if standing in the grounds, and there are currently gadgets waiting to be manufactured. • Added alert sound for "last conflict" notification. • Allow stepping through building lists using < and > keys. Useful to progress through tenant properties by one level at a time. • Players may now change the fences on Undesirable abodes depending on the type of undesirable. This will only be available if you have at least two choices of fence. The default fence will always be available regardless of whether you have unlocked it via the resources. • Players may now change the fence for their Headquarters. • Sheds placed in the grounds of a Gadget Factory provide additional storage for Gadgets (caps at four Sheds). • Sheds placed in the grounds of a Resource Yard provide additional storage for that particular resource (caps at four Sheds). • Added strength factor to fence display in UI - each star represents the number of hits one panel may take before being pulled down. • Save games can be confirmed using the mouse/controller on PC as opposed to just the keyboard. • Added toggle to invert mouse-wheel scrolling of the map. • New hint messages have been added to various areas of the game, and will trigger up to three times (not in the same game) after certain events. You may disable these by toggling "Hide Hints" in the Message Options. • Added View Previous Messages button to mission briefing display on subsequent visits. • Right-click on the time will now revert the game speed to normal speed if it was running at a faster speed. • Monuments such as the Liberty Statue, Washington Monument, and the System 3 Statue will provide a trickle of income based on how many tenants visit them. • Enable cloud synchronisation of saved games so that settings and saves are accessible across all user's machines.
• Implemented relinking of opponent lists when loading a game if any were corrupted, to resolve certain crashes. • Fixed instance where messages for overcrowded prisons would be displayed if prisoners were dropped off at the Housing Authority building. • Fixed memory leak caused by continuous loading of SFX that were not loaded at boot, as a result of changes to the SFX routine for the Switch. • Fixed logic for repeating messages within 30 days so that it works as expected. • Fixed wrong image capture being used if save was cancelled the next time you try to save, or visit a screen which uses the last image taken as a background. • Corrected RMB functionality where it no longer allowed right-clicking the resource icons on the left-hand side to zoom to the relevant building. • Corrected RMB functionality which stopped right-click cancelling out of placing external gadgets. • Fixed characters remaining in frozen state if hypnotised by Clown whilst Clown's Arcade was destroyed. • Fixed Council Workers sometimes paving the wrong tile if they were interrupted during the tiling animation. • Fixed recoil animation for laser weapon not correctly resetting to character's default animation in certain situations.
• AI will now reassign repairmen shortly after they are removed from an estate as a result of being knocked out - a companion change to go with the previous changes in this area. • Decreased delay of AI assignment routine for repairmen to 4 months down from 8. • AI no longer immediately build/rebuild their Police Station. It is instead put on a timer that scales inversely with the difficulty. • AI must have a resource of the correct type built in order to build more buildings. • AI will protect high priority building sites such as the now required resource yards more effectively. • AI defenders on building sites/completed sites will chase intruders a short distance. • AI must now have a functioning resource yard before they can continue building structures that require that resource. • Take-over hits for AI fences reduced by 1-2 depending on the fence type. • Made adjustments to SOS logic so that the Street Party + Gangster combination is not quite so effective, but is still a valid strategy against the AI.
• Auto-Save now runs in a separate thread and will no longer cause the game to hitch. • Spooky The Ghost is no longer able to block work sites. • Unlinked Police Station so that it no longer only unlocks when one of the original three level two houses is built to resolve an issue where only building DLC level two homes did not unlock it, and later caused it to disappear from the list until one of the original level two homes were built. • New option menu "Config" for certain configuration options. • Cockroaches now have names. • Increased favours per gangster converted at HQ to 3 on Hard Difficulty. • Increased Prison capacity to 5 prisoners. • HQ button changed to display the colour of the team you are playing. • Adjusted font for character names to compensate for longer names. • Additional door-knock voices added for the following tenants (triggered by clicking on rival homes): * Slob * Greaser * Major • Clown molotov explosion now much more spectacular. • Improved flooded building destruction sequence. • Repair Kit no longer expires. • Added new particles for Psycho Chainsaw attack, and Foreman takeover. • Gangsters no longer target tenants that enter the grounds of Parks. • Ordering multiple internal gadgets no longer allows creation of multiple tenants to collect the gadgets. Instead, any internal gadgets beyond the first two ordered will be picked up in subsequent trips. • All buildings affect tenant stress. A green, happy face, will show above houses when the effect is positive (Parks, Schools etc). A red, unhappy face, will show above houses when the effect is negative (Prisons, Undesirables etc). • Lower level houses negatively impact the happiness of tenants in higher level houses. This is only a minor effect of -5 happiness per level of difference.

- System 3
12 Kommentare Weiterlesen

Über dieses Spiel


In einer Stadt ohne Regeln sind auf dem Weg zur Spitze Kollateralschäden unvermeidlich. Von Knebelverträgen bis hin zu miesen Tricks musst du dein gesamtes Arsenal auffahren, wenn du zum stinkreichen Tycoon aufsteigen willst.

In Constructor schlüpfst du in die Rolle eines angehenden Immobilien-Tycoons, der sich mit ALLEN Mitteln gegen seine Konkurrenz durchsetzen muss, um eine florierende, profitable Stadt aufzubauen.

Entwerfe und teile Karten für Online-Spiele gegen bis zu 3 Freunde. Errichte Häuser und Fabriken, setz dich mit dem ständigen Genörgel deiner Mieter auseinander und halte einen Haufen UNERWÜNSCHTER Personen in Schach! Diese "bunte" Truppe Degenerierter kann jedoch gegen deine Wettbewerber eingesetzt werden – mit lustig-katastrophalen Folgen! Und wenn sonst nichts hilft, gibt's noch die Gangster.


    • Betriebssystem: Windows 7, 8, 10
    • Prozessor: Dual Core 2.4GHz
    • Arbeitsspeicher: 4 GB RAM
    • Grafik: DirectX 9 Compatible - Nvidia Geforce 6600 / ATI Radeon X1600 or faster with Shader Model 3 and 256 MB VRAM
    • Speicherplatz: 10 GB verfügbarer Speicherplatz
    • Betriebssystem: Windows 7, 8, 10
    • Prozessor: Quad Core CPU or Dual Core CPU (Intel Core 2.8 GHz, AMD Athlon 64 X2 4400+ or faster)
    • Arbeitsspeicher: 8 GB RAM
    • Grafik: DirectX 9 Compatible - Nvidia Geforce 8800GT / ATI Radeon 4850 or faster with Shader Model 3 and 512 MB VRAM
    • Speicherplatz: 10 GB verfügbarer Speicherplatz

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