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.
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極度好評 (54) - 過去 30 天發表的 54 篇使用者評論中有 90% 給予好評。
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極度好評 (583) - 583 篇使用者評論中有 87% 給予此遊戲好評。
發行日期:
2019 年 3 月 12 日
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搶先體驗遊戲

立即搶先體驗並開始遊玩;並且一同協助參與開發。

註:這款搶先體驗遊戲尚未開發完成,且內容可能會有所改變;若目前的遊戲開發進度未使您對該遊戲產生興趣,建議您等待本遊戲開發至下一階段再決定是否購買。了解更多

開發人員的訊息:

為何採用搶先體驗模式?

“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.”

這個遊戲的搶先體驗時間大概會持續多久?

“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.”

完整版與搶先體驗版在計畫上有何不同?

“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.”

目前的搶先體驗版本發展情況如何?

“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.”

遊戲售價在搶先體驗期間前後會有所變動嗎?

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

遊戲開發期間,您打算如何與社群互動?

“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 檢視全部(17)

5 月 23 日

Update .109 Released - Copy & Paste, Drag & Drop, & lots more QoL stuff



Thought I'd spend a few days knocking out some high-priority Quality of Life features players have been asking for - like the ability to view & modify multiple item slots at a time, and easily activate or deactivate slots so they don't fill up with unwanted items. And dragging & dropping stuff to the Hotbar, and copy/pasting object properties.

One very handy feature is if you use the "C" tool to copy an object onto your cursor, it will also copy its properties, and if you Ctrl-click when building it'll paste those properties onto your newly built object!

Full change notes:

  • Can drag & drop items from Build menu onto Hotbar to customize it
  • Copy / Paste (default: Ctrl+C, Ctrl+V) allow you to transfer building & structure properties (recipes, filters, logic, item slot config)
  • Copy Highlight (default: C) will now copy direction of source object
  • Copy Highlight will copy properties of source object, and holding Ctrl while building will auto-paste those properties onto the new object
  • Multiple Item Slots can now be edited in a single screen
  • Item slots can have filter applied independently of contents
  • Item slots can be enabled / disabled from the item slot detail screen
  • Item Slot detail panel updates when underlying inventory changes
  • Timer blocks now preserve their 'running' state on save / load
  • Stone Bench reduced from 4 Polished Stone to 4 Stone Bricks
  • Removed coin cost from Logistic and Computational blocks
  • Mine Coal recipe now costs 1 Yellow Coin instead of 1 Red Coin
  • Tutorial won't play if you start a game in Creative mode
  • Can no longer manually empty out a natural resource's inventory item slot
  • Market radius is now circular (instead of octagonal) and displays area of effect during placement / highlight
  • Houses with center outside market radius, but with valid footprint connection, will link to market
  • Fixed missing area-of-effect tile highlights on Houses when placing houses and markets
  • Fixed bug where changing top-level item filter on Rail Carts and many Compute blocks wouldn't update the selected item panel
  • Place Natural Resources actions on hotbar now shows the icon for the natural resource (e.g. Tree) instead of the item (e.g. Wood)

    Enjoy!

    Erik
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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


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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

系統需求

Windows
Mac OS X
    最低配備:
    • 作業系統: Windows 7 64-bit
    • 記憶體: 1 GB 記憶體
    • DirectX: 版本:11
    • 儲存空間: 250 MB 可用空間
    建議配備:
    • 作業系統: Windows 10 64-bit
    • 記憶體: 2 GB 記憶體
    • DirectX: 版本:11
    • 儲存空間: 250 MB 可用空間
    最低配備:
    • 作業系統: 10.10
    • 記憶體: 1 GB 記憶體
    • 儲存空間: 250 MB 可用空間
    建議配備:
    • 作業系統: 10.13
    • 記憶體: 2 GB 記憶體
    • 儲存空間: 250 MB 可用空間

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