Build, automate, and optimize your own village on procedurally-generated 3D terrain. Use marble-run chutes, railways, logistic blocks, conveyor belts, and a variety of worker units to research useful new technology and keep your houses supplied with goods.
Recente recensies:
Erg positief (59) - 91% van de 59 gebruikersrecensies in de laatste 30 dagen zijn positief.
Alle recensies:
Erg positief (581) - 87% van de 581 gebruikersrecensies voor deze game is positief.
Releasedatum:
12 mrt 2019
Ontwikkelaar:
Uitgever:

Log in om dit item aan je verlanglijst toe te voegen, het te volgen of om het als niet interessant te markeren

Vroegtijdige toegang

Ontvang onmiddellijke toegang en begin met spelen; raak betrokken bij dit spel terwijl het zich ontwikkelt.

Opmerking: Dit spel in vroegtijdige toegang is nog niet voltooid en kan mogelijk wel of niet veranderen. Als je niet staat te springen om dit spel in de huidige staat te spelen, kun je beter afwachten hoe het spel zich verder ontwikkelt. Meer informatie

Wat de ontwikkelaars zeggen:

Waarom vroegtijdige toegang?

“I've been running the game in a limited beta for several months now, improving the game based on feedback & suggestions. The foundation is solid and it's ready for a wider audience, who I hope will be able to help join the discussion and help me decide how to implement various features and brainstorm further improvements to the game as it continues its final phase of development.”

Hoelang blijft dit spel ongeveer in vroegtijdige toegang?

“I anticipate at least six more months to finish up the planned set of features, polish, and improvements that I feel it needs to be considered a '1.0' state. From there, I will add on any larger modules of functionality post-launch if there is enough interest.

It's possible the game could wind up with an increased scope that might warrant a longer Early Access period. That'll be a decision to make based on the community's response to the game.”

Hoe gaat de volledige versie verschillen van de versie met vroegtijdige toegang?

“There are a large number of planned changes I think will meaningfully improve the game: tons of quality-of-life features, more end-game goals, Steam Workshop support for creating and sharing custom maps & scenarios, all-around visual polish & sound effects, balance changes, optimization, more customization and decorative options, better tutorials for late-game technologies, as well as upgrades to gameplay systems of trains, water, and computational circuits.”

Wat is de huidige staat van de versie met vroegtijdige toegang?

“The core set of gameplay is intact and stable, and playtesters have been getting dozens or hundreds of hours out of it. Players can create games on randomized & infinite terrain, and work their way through the entire tech tree. There's no official end-game state or story /campaign mode, but once players reach the end of the tech tree they can keep optimizing their town for a long time. In-game visual assets are mostly final. Many of the localizations are works-in-progress that will need to be improved over time. The game has music, but most sound effects are missing. There is a creative mode where players can build any amount of objects they want with no costs or limits. There is a basic tutorial to get new players up to speed. There are no combat or survival elements, and there are no definite plans to include this, but that could change based on feedback.”

Zal het spel anders geprijsd worden tijdens en na vroegtijdige toegang?

“The price will be the same after Early Access.”

Hoe zijn jullie van plan de community te betrekken bij het ontwikkelproces?

“I run a Discord server that I use every day to chat with players and get a sense of what features & fixes are most important. I love hearing suggestions for how to make the game better, and I will continue to use this throughout development: https://discord.gg/Gyv3NKJ”
Meer informatie

Factory Town kopen

 

Recente updates Alles weergeven (16)

17 mei

Total Rebalance Patch .108 IS LIVE!!!



It's been about a month in development, but it's finally here! The long-awaited "108" patch that improves game balance & progression across the board. The upshot is that Coins now are meaningful, research progression makes sense, upgrading the Base is useful, and town layout is now an interesting challenge!

It took so long because I kept putting out small updates on the beta branch, gathered feedback, scrapped changes that didn't work, tried new features, until finally I have something that I think works extremely well.

All your old saves will be compatible, but it may also be worth starting a new save from scratch because the progression up to Base level 10 is such an improved experience, it's almost like a whole new game.

There's also a number of bug fixes & QoL improvements as well, like being able to see charts of your current coin counts!



There's a TON of changes, but the big ones are these:

  • Markets now consume goods & produce happiness directly
  • Markets only consume when 'hungry', not endlessly
  • Building & upgrading houses near markets will allow them to unlock higher tiers of demand that let them consume faster (and therefore earning more money)
  • Foot Paths and Roads are used to connect Houses to Markets
  • These higher tiers of demand can only be filled by better-quality items
  • Coins are now used in a lot of production recipes
  • Lots of research has been re-ordered, and linked to Base upgrades
  • There are now charts to track & pause coin expenditure since you will often run low


For full patch notes, please see this post: https://steamcommunity.com/app/860890/discussions/3/3491891042504802952/

And there are more details / FAQ here if you want more information or have a specific question: https://steamcommunity.com/app/860890/discussions/0/3491891042504814865/

This isn't the final balance patch by far - and I'm planning shortly to add a more robust Endgame state, which will require further changes - but it's a huge step in the direction that I always wanted the game to feel like.

And of course I'm always interested in any feedback you have if you feel things need further changes, please post that in these forums or in the Discord (which is now verified! https://discord.gg/factorytown)

What's next? My plan is to start working on optimization, so that players can have much better framerates, especially on large maps. There should be lots of room for improvement here! After that I will add more endgame content so you can create some really crazy megafactories.

That's all for now, thanks for your patience and for your support as always! (Reviews are always appreciated too, nudge nudge!)

Erik


19 opmerkingen Meer informatie

10 mei

Balance patch getting closer!



I know it's been a long wait, but the .108 balance batch is now getting very close! I think I've finally settled on the key changes, thanks to many rounds of experimentation & player feedback:

  • Markets are now the primary endpoints for goods - they generate Happiness directly (instead of teleporting to Houses), so late-game players will want to build 4 markets of each type & fill them up with sufficient goods in order to maximize happiness.
  • Markets won't consume goods if they are already fully satisfied of that item, or if the item's Quality Tier is lower than current satisfaction levels. But, high-level markets consume pretty quickly so it's still a challenge to keep everything fully stocked.
  • You want Houses to be near Markets because they will speed up a Markets' consumption rate. Houses are linked to Markets via proximity and also by being part of the same road network.
  • You don't HAVE to deliver to Houses, but you can earn bonus gold for doing so. They will accept any sellable item that is directly delivered to them, but consume fairly slowly, so Markets will still be the primary endpoint.
  • The whole tech tree has been reworked so there is much more sensible progression, and many research recipes are unlocked with Base level, so there is more incentive to keep upgrading the Base.
  • Many production recipes require coins, which provides a nice incentive to keep your coin income stable.
  • Production charts let you see where your coins are being spent across your town.

The goal of all this is to make sure it feels rewarding to players to increase their tech and incrementally improve goods production rates & variety throughout the game. It's also to make sure the placement & connection of town buildings present an interesting optimization challenge.

I need to still update the tutorial for these changes, and fix a couple bugs & usability issues related to these changes. I can't wait to release it! Hopefully in the next few days.

As always you can try these changes out on the beta branch in the meantime.

Cheers!

Erik
12 opmerkingen Meer informatie
Alle discussies weergeven

Meld bugs en laat feedback voor dit spel achter op de discussiefora

Over dit spel



Start with just a few workers and a single building in the middle of the wilderness. Explore your surroundings and harvest trees, crops, and minerals, then process them into increasingly valuable goods.

Invest in research to unlock automated machinery and logistics to optimize your transport networks & production chains, eventually discovering magic-powered systems that allow clever players to boost their efficiency to extreme levels.




- Tons of optimization tools at your disposal - roads, wagons, minecarts & railways, marble-run chutes, conveyor belts, and other magical and physical contraptions
- 3D terrain will make it a challenge to deliver your resources from high in the mountains down to your production centers
- Infinite, procedurally generated map with lots of parameters to adjust
- Build complex logical systems with gates, triggers, and filters to make sure resources get to the right destination
- Manage supply chains to keep your population supplied with food, clothing, medicine, and other important goods
- Use simple click-and-drag actions to directly issue behavior commands to workers, telling them what items to pick up and where to deliver them.
- Unlock magical secrets to boost your production buildings to absurd output rates
- Mountain in your way? Need a river? No problem - use the terrain sculpting tools to shape the world to suit your needs.
- Sandbox / Creative Mode / Powerful procedural world generation & map editor tools

Systeemeisen

Windows
Mac OS X
    Minimum:
    • Besturingssysteem: Windows 7 64-bit
    • Geheugen: 1 GB RAM
    • DirectX: Versie 11
    • Opslagruimte: 250 MB beschikbare ruimte
    Aanbevolen:
    • Besturingssysteem: Windows 10 64-bit
    • Geheugen: 2 GB RAM
    • DirectX: Versie 11
    • Opslagruimte: 250 MB beschikbare ruimte
    Minimum:
    • Besturingssysteem: 10.10
    • Geheugen: 1 GB RAM
    • Opslagruimte: 250 MB beschikbare ruimte
    Aanbevolen:
    • Besturingssysteem: 10.13
    • Geheugen: 2 GB RAM
    • Opslagruimte: 250 MB beschikbare ruimte

Wat curators zeggen

36 curators hebben dit product gerecenseerd. Klik hier om ze te zien.

Klantenrecensies

Soort recensie


Soort aankoop


Taal


Datumbereik
Om recensies in een datumbereik te bekijken, klik en sleep je een selectie op een grafiek hierboven of klik je op een specifieke balk.

Grafiek tonen



Weergeven als:
Grafiek tonen
 
Grafiek verbergen
 
Filters
Excluding Off-topic Review Activity
Er zijn geen recensies meer die aan bovenstaande filters voldoen
Pas de filters hierboven aan om andere recensies te zien
Recensies laden...