Construisez, automatisez et optimisez votre propre village avec des routes, chemins de fer, convoyeurs, trieurs logiques et une technologie magique.
Évaluations récentes :
très positives (59) - 91% des 59 évaluations des utilisateurs dans les 30 derniers jours sont positives.
Toutes les éval. :
très positives (581) - 87% des 581 évaluations des utilisateurs pour ce jeu sont positives.
Date de parution :
12 mars 2019
Développeur :
Éditeur :

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Jeu en accès anticipé

Commencez à jouer dès à présent et impliquez-vous pendant son développement.

Remarque : ce jeu en accès anticipé peut changer ou ne pas changer de façon significative. Si celui-ci ne vous intéresse pas dans son état actuel, vous devriez peut-être attendre qu'il se développe davantage. En savoir plus

Ce que les développeurs ont à dire :

Pourquoi l'accès anticipé ?

“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.”

Pendant environ combien de temps ce jeu sera-t-il en accès anticipé ?

“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.”

En quoi la version finale prévoit d'être différente de la version en accès anticipé ?

“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.”

Quel est l'état actuel de la version en accès anticipé ?

“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.”

Le jeu sera-t-il tarifé différemment pendant et après l'accès anticipé ?

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

Comment comptez-vous impliquer la communauté dans le processus de développement ?

“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”
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Acheter Factory Town

 

Mises à jour récentes Tout voir (16)

17 mai

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 commentaires Lire la suite

10 mai

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 commentaires Lire la suite
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À propos de ce jeu

Débutez avec une poignée de travailleurs et un bâtiment unique au milieu des bois. Explorez les alentours, coupez du bois, récupérez des cultures et des minerais pour les traiter en ressources de plus en plus grande valeur.

Investissez dans la recherche pour débloquer des machines automatisées et de la logistique qui optimisera vos réseaux de transport et vos chaînes de production, découvrant potentiellement des systèmes alimentés de magie qui permettront aux joueurs chevronnés de propulser leur efficacité à des niveaux extrêmes.

- Choisissez les meilleurs moyen de transport en fonction de l'environnement : routes, wagons, chariots miniers, convoyeurs ou dispositifs magiques.
- Terrain en 3D modifiable
- Usez de logique et de circuits informatiques pour créer des réseaux de ressources intelligents
- Gardez le bonheur dans votre ville grâce à une large variété de nourritures, produits médicaux, gadgets et objets magiques

Configuration requise

Windows
Mac OS X
    Minimale :
    • Système d'exploitation : Windows 7 64-bit
    • Mémoire vive : 1 GB de mémoire
    • DirectX : Version 11
    • Espace disque : 250 MB d'espace disque disponible
    Recommandée :
    • Système d'exploitation : Windows 10 64-bit
    • Mémoire vive : 2 GB de mémoire
    • DirectX : Version 11
    • Espace disque : 250 MB d'espace disque disponible
    Minimale :
    • Système d'exploitation : 10.10
    • Mémoire vive : 1 GB de mémoire
    • Espace disque : 250 MB d'espace disque disponible
    Recommandée :
    • Système d'exploitation : 10.13
    • Mémoire vive : 2 GB de mémoire
    • Espace disque : 250 MB d'espace disque disponible

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