My Time At Portia is slow. Achingly slow at times. So slow, in fact, that it sometimes feels like it should be an idle game and I have to fight the urge to tab away and check back later. The game is a sandboxy life sim in the mould of Stardew Valley or Animal Crossing. It sees you take over your dad’s dilapidated workshop and attempt to restore it to prosperity, one commission at a time.
So far so familiar. But My Time At Portia oscillates between being just enough of an engaging take on a comforting genre to draw you in, and an infuriating me-too whose glacial pace steals more of your time than it deserves.
After the usual tutorial-type gubbins, the first significant commission you receive from the mayor is for a bridge to connect Portia to Amber Island; a little spit of land near your workshop. You’ll need 2 Wooden Bridge Heads (basically the on and off ramps for the bridge) and 1 Wooden Bridge Body. You can construct one segment at a time using a crafting platform called the Assembly Station.
But the Bridge Heads need 3 copper pipes and 5 hardwood planks each. Hardwood comes from the big trees nearby, but the axe you crafted for the tutorial isn’t strong enough so you must smelt copper and tin (obtained via mining trips to the abandoned ruins or hacking away at stones) to make bronze bars and buy an expensive (for this stage in the game) upgrade kit from a local store. You now have the ability to get hardwood!
But you need hardwood planks not hardwood, so you’ll need a cutter. Cutters need 2 copper blades and 5 stone bricks. You go back to the furnace to make the bricks, but the copper blades come from a grinder, and a grinder requires 2 old parts, 3 copper bars and 2 grinding stones. So it’s back to the ruins for old parts, copper ore and stone, then to the furnace and worktable to refine some of the materials into a usable format. Don’t forget you’ll need extra copper ore to refine into the copper bars which can then be ground to form the copper pipes. Oh, and you have to fuel the furnace and the grinder so you’ll need a whole lot of wood (as distinct from hardwood) and power stones (from the ruins).
After this, the Bridge Body is relatively straightforward, although still a slog in terms of the time and energy it takes to actually craft everything. Obtaining each of these parts teaches you how the game’s production loops work, but calling it one mission instead of about eight separate missions is the problem. It means spending hours and hours in the early game, chipping away at a monumental task without a drip feed of encouragement.
Outside the crafting missions and commissions, the systems are a mixed bag. The fighting is dull - slash, slash, slash, dodge roll is pretty much all you need. The villagers aren’t very engaging, so I have no desire to cultivate friendships or romances. The farming is… fine? Seasonal celebrations are fun but involve minigames of variable quality. And the home decor and fashion are too tied to stats boosts for a decorative approach to really work.
By being so slow, My Time At Portia both repels and appeals. It offers a kind of gaming oasis, making few demands and just pootling along. That type of thing can be a place of respite for the right player or the right mood. But when I wasn’t in the right mood progress felt artificially slow - like it was being throttled by resource requirements, forcing you to play longer than feels good.
To give you a sense of this, I’ve put about 40 hours into my save and I think I’m less than a third of the way through the main questline. I’ve spent some of that time completing secondary quests, taking on workshop commissions and so on. For the right player, that will feel like phenomenal value for money. For everyone else I suspect the busywork will eventually prove too much of a bore to stick with it.
It s hard to keep your eyes off the horizon in My Time At Portia. Its valleys live in the jagged shadow of broken high-rises, buildings draped with moss and towering factories splitting apart at the seams. I needed to concentrate on the group of adorable pastel coloured llamas ahead. My presence didn t interrupt their frolicking for a second, but I wished they d at least try to maul me a little bit; it would make what I was about to do feel less icky. With tennis racket in hand (it was stronger than my wooden sword) I slaughtered them all, collecting what bits and bobs remained to craft a hoodie in a lovely shade of blue. One commission down, and what felt like a million more to go.
Judging by the Steam charts, players have been enjoying their time with My Time At Portia. The same can’t be said for the voice actors, who have spent the past year dealing with poor communication and inconsistent payments by devs Pathea Games. Yesterday Pathea acknowledged their mishandling of the situation, claimed they were currently in the process of ensuring everyone was properly paid, and promised to do better in the future.
My Time At Portia left Early Access this week, working its way up the Steam charts and netting some pretty positive reviews—keep an eye out for our take on the game soon—but shortly after launch, voice actors not associated with the game and Twitter users started criticising developer Pathea Games, alleging poor treatment of voice actors and issues with payments.
The allegations go back to October, when post appeared on Steam, from a third party, listing complaints that the OP claimed came from the voice actors themselves. The list includes originally asking the voice actors to work for free, missed payments, and poor communication.
Pathea responded in the thread in October, acknowledging that it paid voice actors $50-$100 and there had been some miscommunication, but the developer disputed that payments were ever missed. It also said that voice actors had agreed to be paid more retroactively, and that everyone had already been paid the amount originally agreed.
The thread was closed soon after, following Pathea saying it would reach out to voice actors to clear up any confusion and address any concerns they had. In light of the recent accusations on Twitter, Pathea’s released another statement, clarifying the situation and admitting that there was actually an oversight and payments were missed.
A longer post was also published on Steam.
“We are still an inexperienced and ambitious studio, and did not have a solid structure in place to maintain adequate links to our actors and maintenance thereof,” reads the post. “This caused several issues. It started from volunteer work, to paid work, then to contracted work. From 11 voice actors to 60+.”
It looks like the issues stem from actors submitting lines but not being credited or the lines not being implemented, leading to them not getting paid for their work.
“Over this last weekend, we have been addressing this as best as we can. We sent out payments to all actors whether we had implemented their lines or not, but this still left some people not receiving pay, due to that 'credit'. After interacting with a few of those in question, it was made clear that this just wasn't fair. We removed that credit/deduction, and are currently in the process of getting out the payments as due.”
More voice acting is being added to the game even now, and Pathea says its main priority now is making sure voice actors got what they were expecting rather than what the developer had in mind.
“We appreciate all the voice actors that have supported and helped better our system, and My Time at Portia,” the post concludes. “They have given us patience, advice, suggestions, tips, and encouragement, when they were obligated to do none of those, and we will continue to return that appreciation the best we can.”