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Personally, I find that the city building has just enough depth to make me feel like I'm involved in all of the industries that are happening, but not so much that I get overwhelmed with micromanaging everything. I personally don't see this as a bad thing, in fact, the balance the team has gotten here is part of what I love about it. "This game is bad because it is stuck between being a city builder and a train game". Some things that I'm seeing in some of the negative reviews that I'd like to address: While I think the core gameplay loop is currently quite strong, I do think that there is a lot of polish to be done when it comes to quality of life and trouble shooting tools. Currently all you get is a dropdown that shows the profits and expenses for a period of time, but there's no comparison against other periods of time, and there are no graphs. I do wish the game had better breakdowns for finances.
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And the city building games give just enough depth to make you feel like you're in control of you supply chain, but not so much that you get overwhelmed. I really like this because I often find that dealing with trucks or other types of transit can be annoying in other games. You can start building trains pretty much as soon as you're done with your first village (which will only take a minute or two once you get how the game works). Since we don't have to worry about trucks, there is no bootstrap phase like we have in other games like OpenTTD or Voxel Tycoon. One really important decision this game made is to focus entirely on trains. It definitely has some things that need to be polished up, but I firmly believe that if you can get past the initial learning curve, you will really enjoy it. Passengers are Important, Too!ĭon’t just focus all of your efforts on freight - people have destinations to get to as well! Manage passenger flow between cities, and don't forget to treat them with care - different passengers are all heading to different places, and have different comfort preferences.This game is fantastic. Growth of a city doesn't simply increase the quantity of goods required - higher stages of development will move away from the basics, requiring more complex and expensive products. The bigger a city gets, the more consumers and passengers move in, meaning more potential profit! And space isn't just on the surface - you can explore, dig through (or just blow up) every single voxel, all the way down to bedrock.įor the most successful tycoons, we include full-featured terraforming: turn the world into exactly what you want, all according to your perfect plan! Supply Cities' NeedsĮvery city has its own needs, which you can fulfill to kick-start growth. The world is endless, so you’ll never run out of space.
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Prospect for rare resources and opportunities, and find new cities to develop. Other features will also be added for existing modes, including something never seen before in a tycoon game: fully functional railway shunting yards!Įxplore an unlimited, procedurally-generated world filled with unique biomes and stunning vistas. We are committed to adding more features and modes of transport during Early Access, such as ships and aircraft, and infrastructure to accommodate them. Take commuters around busy city streets, making connections at train stations for long distance travel, or deliver goods by truck from a rail terminal directly to consumers for extra profit. Use trucks and buses to move passengers and cargo short distances.
Voxel tycoon demo full#
Free-form bridging and tunneling, along with a full signaling system, allow you complete freedom to build and expand your business. Plan detailed, sophisticated rail networks with vast modular terminals and flexible scheduling. Couple up consists in any combination, just the way you like, with no limits - provided the locomotives can pull it! Rent or buy rail equipment, choosing from dozens of available locomotives and railcars.