Atrio: The Dark Wild
It’s still very early access but this is a fun game! I was in the mood for a new base-builder game when I found the demo for Atrio. I liked it enough that I bought the game on day one. I’ve sinked a few hours into the game and I am loving it. It’s like Factorio and Don’t Starve had a cute baby.
Right now I’m playing in story mode. I’ve reached the end of chapter 1 (which is as far as the story goes right now), but I’m still building out my base in preparation for when the next chapter comes out. I have almost everything automated and almost everything researched (that’s available right now). Once I’ve done everything I can do in the story mode I’ll switch over to free mode and see if I can take it further.
– Real player with 34.6 hrs in game
Read More: Best Survival Crafting Games.
I love making your own factory and the fact that you can make it longer, shorter, and it works the way you want 100% but 4 parts really bugging me is the bees just stand still and group up for hours unless your blow them up, the chests can be very little and take up alota space, its little but kinda anoying when you have to make 3 blocks touching the water for it to work, and the worst part is the deers wont stop stealing your glowbubs and making poos everywhere its anoying when you cant make them run away but other than that i would love 1-4 players that would be really cool since its simple and fun and you have so many tasks you can help your friends out
– Real player with 18.0 hrs in game
Dream Engines: Nomad Cities - A survival city builder with flying cities
–-{Graphics}—
☐ You forget what reality is
☐ Beautiful
☑ Good
☐ Decent
☐ Bad
☐ Don‘t look too long at it
☐ Paint.exe
—{Gameplay}—
☐ Very good
☐ Good
☐ It‘s just gameplay
☑ Mehh
☐ Starring at walls is better
☐ Just don‘t
—{Audio}—
☐ Eargasm
☐ Very good
☐ Good
☑ Not too bad
☐ Bad
☐ Earrape
—{Audience}—
☐ Kids
☐ Teens
☐ Adults
☑ Human
—{PC Requirements}—
☐ Check if you can run paint
☑ Potato
☐ Decent
☐ Fast
☐ Rich boiiiiii
☐ Ask NASA if they have a spare computer
—{Difficulity}—
– Real player with 40.2 hrs in game
Read More: Best Survival Building Games.
This game feels like it’s trying to combine multiple popular survival RTS games and it’s failing miserably as a result. In the end, we get a mess of a game.
So you start off on a world, there are native swarm type aliens on it. Killing them off is easy. In fact, I’d call them an poorly utilized obstacle. I much prefer the way They Are Billions handled this. But back on topic, you have to kill the native swarms to get access to resource nodes. They honestly feel like a placeholder enemy, and I’d be much more interested if these were a more significant enemy.
– Real player with 26.7 hrs in game
FortressCraft Evolved!
I play every 4x/base building game that comes out. In almost every game, I find myself wishing that X would be automated in some way. Such as, hiring bots, employees, or machines to do marketing, sales, shipping… whatever the task happens to be in the context of the game, and I’m invariably let down every, single, time. No developer has ever gotten this workflow right. In fact, some even argue that too much automation takes away “work” from the game. I’ve hand delivered X item to X person 100 times now; Why do I have to keep doing this same damn mission over and over Elite Dangerous? I literally can’t hire a space mailman to deliver packages? I gotta do it myself? Jesus.
– Real player with 5700.5 hrs in game
I recieved Fortresscraft Evovled in a Indiegala bundle when it looked to me like a minecraft clone. I didn’t get the bundle for this game, but for another one but I’m glad I did! I didn’t play it until I saw direwolf20 had a let’s play on it, and the name sounded familiar. I’d recommend watching his let’s play or at least part of it:
https://www.youtube.com/watch?v=JTQQ6lLtL04&list=PLaiPn4ewcbkH0rlPVUYSR1QmkDe8jFGv8
What the game is
Fortresscraft is
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95% logistics
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4% Tower defence
– Real player with 1024.3 hrs in game
One Time In Space
Survive and Explore.
Character
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Customize your character’s looks and wager what advantages and weaknesses your character will have.
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Prevent oxygen depletion at all costs.
Build Ships
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Build the hull, maintenance, flooring, and wall layers of a ship to make it functional and free of oxygen leaks. Place wires, pipes, and cables on the maintenance levels to implement connectivity amongst machinery across the ship.
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Create and incorporate machinery to make your ship functional.
Resources
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Mine asteroids for different resources to run your ship. Maintain an abundant supply of oxygen so your character doesn’t suffocate. Manufacture fuel to propel your ship.
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Manage power through a connection of wires directed to your machines.
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Craft resources into machinery and expand your ship.
Machinery
- Build machines to help run systems in your ship. Oxygen harvesters make a sufficient supply of oxygen for the crew. Storage tanks contain fuel to be used in thrusters. Computers allow the player to navigate their ship through space. Conveyor belts connect to machines to make automated systems. Energy storage units hold energy to power the ship and its components.
Exploration
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Navigate your way through deep space.
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Find all the resources you need to survive by mining asteroids.
Factorio
The absolute gold standard in factory games, standing out as the exemplar of smooth progression curves, options out the ears, gameplay that keeps the “one more turn” itch going and developers that care far beyond selling copies. To elevator pitch this one, “If you can do it, you can automate it.”
To describe Factorio by only using games that preceded it feels like an exercise in futility. The concept was born from Minecraft mods, but it feels unfair to compare the two or make the Terraria reference (this, but in 2D). So, taken on its own, Factorio is a game where you play an engineer who is trying to escape the situation they are in by building a rocket. But since the refining and assembling of material components for that sort of thing is unfeasible by yourself, you must build a factory to automate the process. Along the way you must research concepts and upgrades for the planet you are on, mine resources and deal with the locals (in the form of giant insects).
– Real player with 3172.1 hrs in game
I read a comment by a user saying “If you enjoy creating your own problems and solving them this is for you.” and he was bang on the money.
tl;dr
The knock-on effect caused by dependencies across an entire production chain will drive you nuts and it’s this that makes you play and I mean MAKES you play. Sleep is not an option.
Factorio
Engineers rejoice. Learn Technology, Automation and Efficiency in one easy to learn package. No? Seriously. this is a hard game to put down.
– Real player with 1654.2 hrs in game
Vilset
I played a lot the other game made by the same developer, CrossWorlds: Escape.
For some reason I like that game more than other survival games, despite still being improvable for normal players.
I am confident that this game will have a similar evolution or better.
When you start the game, it shows the following message:
**Welcome to the alpha version of the Vilset.
This version of the game has many limitations, many game mechanics have not yet been implemented, and temporary models and animations are used.**
– Real player with 25.8 hrs in game
far to many serious bugs in this game to be enjoyed, characters starving even though they have plenty of food constantly eating yet starvation monitor going up up up dead
– Real player with 13.6 hrs in game
Demonsions: Industry
As one of the first reviewers of this game, I should offer my personal experience and opinion of the game here.
The game is VERY EARLY ALPHA PROTOTYPE; this is obviously incomplete and anyone expecting a full game right now is out of their mind.
That being said, lets get down to basics: The game seems to be a very interesting concept of voxel mining and machine making using different materials for different looks; however as of right now it just looks different from what I can tell. Response times to bug reports are astoundingly fast, even on Steam which is not their main contact point for reporting said things, though there are still quite a few bugs that need to be ironed out. This may also have been caused by the fact that my desktop is very old.
– Real player with 5.4 hrs in game
This game is early but it looks like it will be really really good, I like it already but yeah it will just keep getting better!
– Real player with 3.8 hrs in game
SimPocalypse
UI has an unusal design to help increase the options for the massive number-growth generator applications that all idle-clickers are.
The demand for input from you as a player feels obstructive at a fair bit of time and the techs that allow you to automate yourself away are not clearly advertised with the tech tree being ‘shrouded’. This can add some frustration.
There is little else to add, the combat is mostly for show - my own ‘35K force’ tank brigade does not take any damage at all anymore when facing supposedly superior forces and development of my faction has pretty much gone to a standstill for the past 5 hours while I’m tabbed out letting the auto-combat handle conquering everything.
– Real player with 92.4 hrs in game
This is a ‘yes, but’ review, so. If you’re skimming, pass this one up. If you’re interested in details on why this MIGHT be for you, read on.
So. This is one of those compelling semi-idle games where you fundamentally click things on spreadsheets to make the numbers go up until you literally take over the world. And that’s pretty fun! However.
For the random store browser, there’s not much more to it than that, and I think there’s a lot of room to be disappointed with your purchase.
For people who enjoy the semi-idle thing…?
– Real player with 23.9 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:
ElectraPlanet
Description
Electraplanet is a survival/adventure game. Using third-person point of view, you can explore new planets after your’s has been exploited entirely. Fighting and exploring are the main key’s to start your own electricity factory or upgrade your production levels.
Grow
Produce, Protect your electricity and optimize your production, since electricity is the currency. With a exponential progression, the more you produce, the more you are efficient.
Multiplayer Option
An open world where you can create your strategy with your friends by simply starting a game or continuing your older one, and friends can join through Steam. Sharing creations, fight become really interesting with friends!