使用公路、铁路、传送带、分拣机以及魔力科技来建造扩张你的森林小镇,并通过不断地优化使其自动化运作。
最近评测:
特别好评 (63) - 过去 30 天内的 63 篇用户评测中有 92% 为好评。
全部评测:
特别好评 (579) - 579 篇用户的游戏评测中有 87% 为好评。
发行日期:
2019年3月12日
开发商:
发行商:

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抢先体验游戏

立刻获取体验权限然后开始游戏,并随着游戏的发展参与其中。

注意:该抢先体验的游戏内容尚不完整且也许会发生变化。如果您目前不是特别想玩这款游戏,那么您应该等待一段时间来观察游戏的开发进度。了解更多

开发者的话:

为何要采用抢先体验这种模式?

“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.”

这款游戏的抢先体验状态大约持续多久?

“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.”

计划中的完整版本和抢先体验版本到底有多少不同?

“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.”

抢先体验版本的现状如何?

“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.”

在抢先体验期间和结束之后,游戏价格会有所不同吗?

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

在开发过程中,你们是如何计划让玩家社区参与进来的?

“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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最新更新 查看所有(16)

5月17日

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 条留言 了解更多

5月10日

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 条留言 了解更多
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关于这款游戏



由几名工人开始,探索并采集所需的资源,逐渐建立起复杂的工厂,并为你的城市提供有价值的商品。

你还可以通过研究新科技来提高你的产品链的生产效率,并从一个小村镇扩张成为一个拥有大量人口与建筑的繁忙都市。



- 依据环境选择最佳的交通方式:公路、马车、矿车、传送带或者魔力设备
- 可以修改的3D地形
- 使用逻辑计算电路来智能化地运输货物
- 通过大量的食品、医药、工具以及魔力物品来维持你的城市的快乐值
- 直接为工人下达指令,以确保货物正确地送达目的地

系统需求

Windows
Mac OS X
    最低配置:
    • 操作系统: Windows 7 64-bit
    • 内存: 1 GB RAM
    • DirectX 版本: 11
    • 存储空间: 需要 250 MB 可用空间
    推荐配置:
    • 操作系统: Windows 10 64-bit
    • 内存: 2 GB RAM
    • DirectX 版本: 11
    • 存储空间: 需要 250 MB 可用空间
    最低配置:
    • 操作系统: 10.10
    • 内存: 1 GB RAM
    • 存储空间: 需要 250 MB 可用空间
    推荐配置:
    • 操作系统: 10.13
    • 内存: 2 GB RAM
    • 存储空间: 需要 250 MB 可用空间

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