The Colonists
5/5
This game is a fantastic take on base-building, resource optimisation and pathing. It’s simple to get into, scales sensibly and the campaign levels scale well in difficulty. I’ve played many of the similar games available and this one gets the complexity level exactly right with a nice style of graphics.
Mechanically, one thing that stands out for me is that this is a network optimisation game where the networks (roads and paths) are cost nothing and appear instantly, making experimenting and fiddling easy.
– Real player with 268.7 hrs in game
Read More: Best City Builder Colony Sim Games.
Short version:
Fun game. Has flaws, but definitely an enjoyable city builder.
Long version:
Okay so it took me a while to get into this game. At first it felt really clunky, the tutorial left me confused about certain things (namely how paths are supposed to alleviate traffic from raods), some of the mechanics are pretty weird and needlessly complicated but at the same time - they’re what gives this game it’s uniqueness and keeps it from being just another boring banished clone, plus the campaign is excellent!
– Real player with 111.5 hrs in game
Colonials Programme
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A short-term sci-fi Colony Building Resource Management puzzle game
It’s a causal game where you build machines on a grid-based 2.5D map, to harvest resources, and refine them into things like food, water or fuel. Which you’ll need to birth colonists or launch rockets. Meanwhile, you’ll have to manage pollution levels or even fight alien infestations, threatening to block off your precious building slots!
– Real player with 37.3 hrs in game
Read More: Best City Builder Colony Sim Games.
A colony management simulation where you are preparing planets for human colonization. Build the necessary structures and gather resource. Then manage the planet and continue to progress, eventually gaining colonist and venturing on. A causal game that takes planning, and has a lot of indie charm.
Here is the first 40 minutes of game play.
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– Real player with 11.3 hrs in game
InfraSpace
Lots of reviewers are throwing out comparable games. The first thing that came to mind for me was Anno 2070 but with actual traffic and less frustration. I loved that game, so this is a plus. I also got a huge whiff of Surviving Mars, again with actual traffic and less frustration. I was not a fan of that game, so I’m happy to say I enjoy InfraSpace more. If you liked either game, you’ll very much like InfraSpace.
If you enjoy solving traffic problems or even just watching traffic in Cities Skyline, then this will appeal to you. If you enjoyed solving logistic problems in Shapez.io, this is a must have. If you strive for logistical efficiency and optimization, well that’s most of the game.
– Real player with 77.5 hrs in game
Read More: Best City Builder Early Access Games.
At this time, I DO recommend this game, but, there are still lingering issues that I’ve found. See bottom of post for my “rant”.
[EDIT-Seems as though the #48 news corrected the issues I was experiencing. Everything else looks to be “my” problem with the routing and design of the roads]
Things I like:
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I like having a system that I have to continuously replenish, such as the residential zones.
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I like how in order to grow the residential, you need different components to create more dense areas
– Real player with 42.9 hrs in game
Good Company
I see great potential for the game, but as I’m writing the review now I’m only taking those things into consideration that are already in the game.
Gameplay: 5/5
Graphics: 5/5
Tutorials: 4/5
Difficulty: 5/5
Support: 5/5
Gameplay:
The gameplay loop is simple:
1. build/rearrange production line
2. set up the logistics for that line
3. tweak bits and pieces to make it profitable
4. plan the next production line / change the line output to another product
For me that is exactly what I was looking for. You create something, an issue arises, you fix that issue and that leads to another issue or you’re set and you create the next new thing.
– Real player with 180.1 hrs in game
i loved the concept but the execution is so EXTREAMLY flawed..
market: why is it capped so low in FREEPLAY. ive tried countless times trying to tweak the my out puts. But literally ever single time ive played the supply chains get so damn long that I cannot maintain a profitable business with out producing more then I can sell which ironically makes me go bankrupt
out/in bound shipping: why can we move these? Why is there a limit to how many items I can place in the in/out bound points with out the ability to upgrade them?
– Real player with 154.4 hrs in game
Craftica
Craftica: Building Your Wonderland
Craftica is a creative sandbox game with ultra high degrees of freedom for building. It supports deformable voxels and subvoxels at multiple scales so that smooth objects can be built in realistic scales, and makes it possible to build very elegant architectures.
Craftica provides a large number of electronic and mechanical as well as other related device items, allowing players to build sophisticated circuits and circuit-controlled electronic and mechanical devices. Players can even build vehicles, aircrafts, robots and computers etc. high-tech objects from items as basic as logical gates.
Deformable Voxel and Subvoxels
In Craftica the basic voxel is a full cube and the subvoxels are partial cubes with one or more corner chopped off.
The voxels and subvoxels are deformable, and can be made more round or less round by hammer tools.
The support of deformable voxels and subvoxels in Craftica makes it possible to create much smoother objects in this game than in other voxel-based sandbox games.
Also the voxel and subvoxels in Craftica are supported at multiple size levels, so that fine structures can be represented at a scale comparable to the real world.
As an example, Craftica has very good support for East Asian architectures, and includes a large number of standard structures with East Asian architecture styles.
In Craftica, subvoxels are also used to smooth the procedurally generated terrain. And terrain and objects imported from Minecraft Schematic files are also smoothed using subvoxels.
Smart Placement of Blocks and Items
Craftica is designed to allow intuitive construction of objects using subvoxels, and supports consistent operations for placing basic blocks (voxels and subvoxels) and items.
Craftica also supports rule-based placement. When an object item is being placed near another object, if there is a predefined rule to determine a proper placement for the object in relative the other, the rule will be used to calculate the proper placement location and orientation.
In-Scene Crafting
Item crafting in Craftica can be done in the scene, using formulas that are structural and intuitive.
Device Items
Craftica provides a number of standard mechanical and electronic device items that can be used to build complex circuit as well as machines that can be controlled by circuits.
Circuits in this game emulates those in the real world with great simplifications. Like circuits in the real world, Craftica uses physical connection between components to construct functional circuits. These circuits are mainly powered by electric energy and driven by data exchanges.
(See the documentation included in the game for more information)
Village
In Craftica worlds, some places are generated with villages. Each village is generated with a few houses and at least one workshop and one defensive fort or tower, and spawns with at least one warrior to defend the village.
The relationship between a village and a player is characterized by affinity. Affinity can be zero, positive or negative, indicating a neutral, friendly or hostile relationship.
The affinities between villages and player(s) are initialized randomly. Normally, there will be more neutral villages than friendly and hostile ones, and more friendly ones than hostile ones. Their actual percentages may vary according to game modes and difficulty levels.
Trade
When a positive affinity reaches certain levels, the player will have free access to some village structures and storages (different structures and storages may have different affinity thresholds). And when a negative affinity reaches a certain level, the village warrior will actively attack the player.
Trading with villagers or defending the village against hostile mobs will improve the affinity between the player and the village. On the other hand, attacking villagers will deteriorate the affinity.
Survival
In survival mode, barbarians and other hostile mobs will be generated. They will attack the player and villages. The only way to survive is to fight back or run!
Model Importing
In addition to the creative and survival modes, Craftica supports an experimental development mode. In this mode, the player can import external models into the game worlds.
The player can either choose a Minecraft Schematic file (currently only .schematic file is supported, .schem file will be supported the upcoming updates) to import when creating a new game in the development mode:
Or import .obj 3D model files (importing Schematic files within a game will also be supported in the future) within a game in the development mode:
Automation Empire
I wanted to like this game, I really did. I put in a bunch of time so I could experience all versions and content of the game. Here is some of what I noticed:
1: There is no need to progress beyond steel plates and gold, you can win every map by using only those 2 material exports.
2: Every map is absolutely 100% identical when it comes to resources. They all have the same amount of iron, coal, gold and oil nodes.
3: Late game means severe and I do mean severe lag. 1 frame/2 seconds is not out of the ordinary on a game load.
– Real player with 333.9 hrs in game
First I thoroughly enjoy this game, and it does have its ups and downs, but I cannot recommend it more highly.
I would like to address my opinion on what most negative reviews have to say. These are my opinion only. YMMV.
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it is not a sandbox or an optimization game. It is a puzzle race against the clock.
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It is NOT Factorio, that’s not a fault, it is just different. Why make a clone of another game?
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It does not have blueprints. - Part of the gameplay is to continually rebuild factories in new and different styles to match each level of tech you unlock, staying ahead of the tax curve. Blueprints would reduce this part of game play into cloning rubber stamps all over the map, and limits creativity and ingenuity.
– Real player with 209.4 hrs in game
War Beasts
⚖️ Grade = B-. Worth a buy, if you enjoy sit and relax to watch the outcome. However, if you’re looking for busy management after complete setup, it isn’t play that way
EXPECTATION CHECKLIST:
✔️ Tower management
✔️ Variety of towers
✔️ Variety of units
✔️ Everything unlocked at the beginning
✔️ Build wave of attackers armies
❌ Campaign mode to learn about tower
❌ Passive Skills
❌ Urgent aids when needed
❌ Variety of location
❌ Fast Forward
| GRADE |
– Real player with 5.1 hrs in game
20210819:
Tried and it’s not bad. Though there is no guidance, you could figure out the way to play this game quite soon. But I do recommend the developer to add tower, skill and user interface introductions into this game, maybe a manual button in the setting menu.
Cannot sell or fix buff tower is kinda annoying and the money quickly becomes useless during the late game play even in second stage. Finding and clicking each resource tower to collect coins periodically does not give player a comfort experience, especially when you cannot move these separated towers. A collect-all button may be a good approach.
– Real player with 2.5 hrs in game