
ArmaCulture is an indie factory-builder RPG set in the midst of a bitter, industrialized war between two nations in a fictional world similar to our own. The game combines illustrated character art with stylized pixel art to create a unique and dark historic atmosphere.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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Fun game ruined by exponential daily money expenditure and difficulty wall. Every day you have to pay taxes, and every day they go up more and more, so that if you suffer any setback, you can't expand your factory to catch up, and you can basically be doomed and not realise it for a few days. I hate it when games do this, if I've lost just kill me or something. The game will happily auto save your progress, locking you into a doomed playthrough. Seems like there is a good story here, but from what I can tell, you have to basically play the game perfectly, or you will get soft-locked into a losing path. The art, while serviceable, also doesn't do the game any favours-- it looks like anime fanart from the 2000s that you'd see on MySpace. I suspect that the difficulty + art style is why this game never took off. Either that, or the audience is a bit confused, and I mean as in, the target audience is unclear-- it's PTSD war simulator Factoriodew Valley. Make a farm/factory while turning into a monster just to survive.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
You can feel the love put into this project, you won't regret it...
Fantastic game with stellar storytelling and a powerful anti-war message. Truly a hidden gem I've discovered on Steam. I'll be eagerly cheering for any future projects from the developer—kudos to the team.
> barely survive with literal pennies on pocket week after week > finally work hard enough to just barely assemble a rations line > potato and carrot stock price skyrocket > bankrupt 10/10 i hate taxes
A small, fun game. You play as a farmer who lives by himself. Your dad was lost to the war that has been on going for years now and has left you in charge of the farm. Build up your farm, watch the prices of different foods go up and down, sell when the stuff you grow is worth a lot and keep growing more food. Each night you'll be visited by different people. Enemy spies and snipers trying to sneak through the frontlines to cause chaos, your own nation's soldiers coming over to your farm to forcefully get some money out of you or, if your reputation is bad enough, burn down your entire farm. I think there's like 3 endings. Neutral in which you don't really have high relationships with either your nation or the nations is currently fighting against, another ending where you support only your country and don't support the enemy and the final ending which is you support the enemy and not your country. +The game looks good. Sounds good. The art style is nice. +It has a very Papers Please type of atmosphere which I love. +Building your farm, expanding it, growing things and selling em all is very fun. -There's research in the game. You can set up drills to mine the resources on your farmland and with conveyer belts you can connect those drills to research like buildings I guess and they usually need like idk 1 sulfur, 1 carrot etc to produce research points so you can try to do that, get new and better stuff to improve your farm with but there's literally 0 need for it. As long as you grow crops when they're cheap and sell them when they're expensive like thats all you need to survive. You'll literally be so rich that the game turns from "try to survive" to "how much more money can I make?" -Especially in the early game when you don't have much money and your farm is a lot smaller and limited it is incredibly easy to ♥♥♥♥ things up and recovering that ♥♥♥♥ up might be very hard. -There's choices in the game yeah but they don't feel like they have any lasting consequences. Its more like "you have 2 options, 50/50 chance to get the right one. Get the right one and nothing happens! Get the wrong one and your farm burns down, you get shot or you go bankrupt and you need to restart that day to try again." Its free, its short, its fun.
Increible, me encanta la ambientación, es todo tan deprimente. Muestra muchisimo la desgracia que es una guerra. El gameplay esta bien, me gusta conseguir cada vez mas y mas dinero pero si al principio del juego ahorras y tienes suerte en venderlo todo cuando ls precios por un material estan altos te vas preocupando menos en el dinero y mas en poner banderas alreadedor de tu casa para contentar a un bando y conseguir un final (a no ser de que quieras el final neutro, claro). Creo que es un buen juego de optimización claro que algunos items se pueden quedar atascados en las cintas.
Pretty good so far, though no updates in like forever. Interesting story with a learning curve, plus its free. Also 1000 on taxes oh my lord- MY MONEY NOOO
This game is difficult to do right, I personally have never completed it and I've enjoyed the few hours I've played. Although, my only complaint is that they seem to have sacrificed the game play aspect to better immerse into the story, and although i love the story, the struggle of dealing with so much really could not be done by someone with a small brain like mine. The problem is that the game play doesn't accept mistakes, if you missed something by a second than you should probably restart, most times there isn't saving a run when something unprepared or out of your control happens. It works beautifully with the story however so if your smarter than me than I'm sure you would have tons of fun, it just gets to grindy for me. The game does offer some beatiful graphics, an amazing story that saddens me to not be able to see it all through my own playthrough, and some intresting mechanics(though its only cool untill it screw you over.)
I like horrifying and tense stories, and I like the automation genre. Yet I cannot remember the last time I had a more infuriating experience with any game, period. I took notes, but I'm writing this review late, because at the time, I was overcome with anger. Before anything, to address one technical question: - Do four buttons (LMB, Space, Enter, Numpad Enter) forward text? No, only the first two. Onto the review. The game is confusing and there's no tutorial. The closest thing to a tutorial is two texts describing two buttons, and nothing else. Confusing how? You have a farm, which is very much yours, yet you must buy land. Why? The goal is unclear. Story-wise, the goal is to survive, but in the game, you start with money (so you don't necessarily need it with any degree of immediacy), and there's an entire farm/factory mode that's associated with the abundance-based design of ShapeZ or Factorio. It seems like you should complete requests and get currency, but how...? You have access to a slew of manual and automatic verbs/entities — from your hand to a hoe to conveyors and electrics — but it isn't clear How or even IF any of them are useful at this early stage of the game, and the story doesn't seem to ever acknowledge them. There's no list of inputs anywhere, and the GUI is unintuitive. You can: - Click an item and it'll stick to your mouse without you being able to clear it. - Stack windows on top of each other - Buy seeds, but how? Not by clicking. Right below a decrease/increase pair of buttons that control the quantity of items to trade, there's a GUI element labeled "Purchase". Clicking that ticks a nearby checkbox, so, logically, this enabled a purchasing mode and whatever you click next will be purchased, right? No. This does nothing at all. I even checked an in-game manual which describes the various entities, at the page for the [b]Seed Depot[/b]. It said nothing about how purchasing seeds works. How do you design a game where a player with an unresolved issue goes through two layers of design, and the issue isn't resolved by neither of them? This cheese is catastrophically holey, and the holes are unbelievably aligned. That was the last straw for me. This is when I quit, and only returned after I decided to give the game a second chance, and saw the title menu on my second boot. Did I say there's no tutorial, no clearing the mouse, and no information on controls? All those things exist. Access to those is in the title menu, otherwise accessible nowhere. If you go into the campaign, you won't get either of those, meaning these GUI elements were tacked onto the game, rather than designed alongside it. The tutorial which should be obligatory is optional in the title menu, and you're not even told this; think about that. In the tutorial, you learn there is a way to "dismiss" items from your cursor, but it's annoying: after placing an item it continues in your cursor, so you must dismiss it manually by swapping to the Hand. Your Hand isn't what you use to build, it simply does nothing, it's only job is to do nada. You also learn how seed purchasing works. Contrary to all trade menus in the history of gaming, this game forces you to build a [b]Seed Depot[/b] (specifically this), enter Purchase Mode, and then, get this, click the [b]Seed Depot[/b] building. At this point, you can purchase seeds, which go in the building directly instead of your cursor. You know, the thing used to do everything else. OK. After insulting everyone who at one point was involved with this, and almost dropping the game, I get to play as intended. So I make some designs, fulfill requests as they come, and I game over on week two or three. Two or three times in a row. There isn't enough time in the day, money in the coffers, and Actions Per Minute, to build enough designs to produce a survivable income. This is not a difficulty thing, it's a terrible design thing. You must exploit the game's economy in some way, or else it will exploit you, like the sucker that it thinks you are. Though I tried, I didn't really [b]get[/b] to play this game. I was forced to vivisect it. It doesn't [b]matter[/b] whether the story is good or enjoyable, because it's inaccessible behind a terrifically horrible economy, and if you somehow access the story, it won't retroactively justify the terrible gameplay. If you're feeling like reading a tense and military story with an anime stlye - and a better, less samey one - just go read Groundless. Do yourself that favor.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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