Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Hello RawX,
Thanks for pointing these out.
- The one related to the tutorial is already being worked on.
- As you said, you canceled the recipe, so they have no order about what to cook, which leads to no production. You should choose at least one recipe for it to be functional.
- Windmills do not need to be connected to the road system.
- Although you may have what's necessary in terms of resources, some buildings need certain developments to be researched. Until then, you cannot upgrade them at all.
Best,
Ahmet
1. Everytime you have a quest objective to turn in a certain amount of goods, even if you already have those goods in stock the quest objective only takes into account new goods produced.
2. The statistics screen is mostly useless. I only see how much of a certain good i have produced in the past. There is absolutely no info about how many buildings produce that particular good, what is the efficiency, what is the requirement vs how much is being produced, perhaps a shortcut to each production building for that good since all buildings look pretty much the same. you have to remember where you put them individually. (idk but anno 1800 had that nailed perfectly)
3. What is the point of main hall upgrading? where does it say what level i have reached? what are the benefits besides using a ton of goods? There is no ingame explanation on that. NONE
4. Storage: Since there are dozens of types of goods which take up the storage space (which is universal), I would like to see a way to limit storage capacity for individual goods so that they don't take up space for other, more critical types of goods. Especially since there is no handy way of getting rid of excessive stock. Otherwise the solution is to either fill up the map with storage buildings or try to micro manage every production building so you don't get overfilled with useless materials. (which is mind numbing and takes away from the game experience)
5. Game mechanics aren't properly and thoroughly explained in the help section or through tutorials. At some point the tutorial just ends somewhere early game and then you have to figure out stuff on your own.
6. Permanent effects. You are presented at certain points in the game with decisions which affect the gameplay in a permanent manner and there is no way to return upon those decisions (or at least haven't found any). As the ruller of the colony I should be able to change policies.
7. How do you control population growth? Let's assume you can control immigration somehow, buth what about natural growth? What if i want to have a constant population at some point? how do i controll that?
8. Aethetic of buiildings and the general aspect of the game. Everything in the game looks awfully monochrome. Most of the buildings look pretty much the same from afar. I get it that it's a post apocalyptic landscape and all, but it doesn't mean it has to look like an overview of the rio de janeiro favelas seen from the helicopter. There is no individuality, no visual impact, no nothing. It looks like a pile of rubble everywhere. Even after you have developed the bricks production cycle and are required extensively for every building, all the buildings look like makeshift tents made from sheets of metal. Why not make them look like regular brick houses?
9. There is no feeling of purpose in the game imho. Aside from the sense of urgency to develop and produce new goods so that you can unlock and produce more goods, beyond 4th cycle i feel like there is no reason to develop further except maybe from curiosity. I would have loved to see an end goal the revival of civilization with modern and complex standards of living, maybe even sustainable ones. At this point it feels like the main goal is "survive", but there is no immediate danger and thus no feeling of satisfaction or achievement.
10. I have to put this on the list: no edge scrolling. why? just....why?
11. Apparently you can't access the controls menu once the game has started. Don't know if that's a bug or feature. I was trying to figure out some keyboard shortcuts, but "controls" was greyed out for some reason. I could do it before starting the game.
12. Roads: The tutorial mentions that roads are not "needed" but buildings connected to roads are more efficient. What does that mean? How is that efficiency calculated? does it take more time to produce goods? how much more? It needs some data attached to that. Measurable data.
13. How does efficiency work? Also an aspect that isn't very well explained in the game. For a city builder that focuses mainly on numbers, i think it is very important to have the complete picture of the game mechanics. Not just a vague description that gives us no real usable information.
I think the game ideea is nice, but the implementation is lacking. Seems rushed and unfinished. I would say this is more of an alpha build than a full release. I kinda feel sorry about the 27 EUR i paid, especially since after 5 hrs of gametime i don't feel like playing anymore.
Just a few buildings that I've seen so far, only production ones like Mines and such
Unless Craftsmen are the third group (I just got the game so haven't learned if the third tier are called specialists or something else =)
1) Never had an objective with that issue. I've had two stockpiling objectives where I needed a total amount stored and it worked fine. I regularly get objectives to produce more of something, which would only count what you've made thus far.
3) It's just a building that represents your progress.
4) You can limit storage of specific items. No idea why this is a complaint of yours.
5) It explained it quite well.
12) Just build a road to something and see how it affects it if you have to. The buildings show you how much of something they're producing. It also states exactly how much workforce is reduced by not having a building connected to the main road system. I feel like you're going way out of your way to over complicate this.
13) It's a modifier that affects output. 1.5 efficiency is 1.5x production.
About the cooking recipe, if I open up the building, I cannot see what resource they're using to make the simple meal, so I have to click on it to see what they're using (Fish, Meat, Mushroom etc), if I just want to see and click on it and then press ESC, it cancels the cooking, this is not very intuitive.
About upgrading buildings, the recent patch you released fixed it, but now, sadly I can't upgrade windmills at all :) I hope that is something that will be coming soon, cause I need more power! :D
+1