
A survival city-building game with flying cities. Build, automate, and defend a flying city that travels between procedurally generated maps to survive in a wacky, nightmare-infested, post-apocalyptic world full of strange science and dreams.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
极度不推荐,游戏十分无聊,流水线过于复杂低效,战斗表现也没快感。。。
Nice genre mix.
This is just fun.
Es un muy buen juego. Pros: Propone algo distinto a la automatizacion. La dificultad esta bien. La campaña es relativamente larga. Me gusta que tenga toque de survival como el They Are BIllions. Cons: La UI no da suficiente informacion sobre los edificios y que efectos estan surgiendo sobre estos.
Good game.
While I would love to give this game glowing praise Since I do like it I would give it a 75/100 I can only highlight the positives and negatives and the issues with some of the reviews I read. The positive: -Unique, the concept of moving the base constantly to escape the increasing difficulty is a nice one that forces the player to adapt to new resources and redesign their micro factory to build the things that map can make. -Difficulty, is entirely player dictated with options for most features, you can set the classics like permadeath but also things like base map difficulty rising over time, production speed and much more. The difficulty also only really affects the score you get at the end of a successful or failed run. -The art style is nice, the 3D models look just like the splash art with a touch of Texturing that makes them look weathered or badly painted that reminds me of water colors. The buildings are animated like Factorio if slightly more cartoonishly and with a reliance on smoke for some. The Avatar "Tiny" fits the style of the buildings and enemies, the world looks like it fits to itself. -Tutorial explains what you need to know for basic play. -Story, the setting is interesting and the story follows the discovery of the city itself and research into why it was abandoned. It is interesting and fleshes out the world fairly well. -Factory building, this is genre specific, not everyone's cup of tea but because you have to engage with constant redesigns of your mobile base instead of being able to keep everything and expand endlessly I find it defeats issues games like Factorio and Satisfactory run into. They have to make the amount of resources you need grow endlessly because otherwise I could just build one factory producing each resource and be done with it. Dream Engines takes the approach of small amounts but you have limited time to produce them and which you can produce is location and chosen tribe/upgrades dependant. -The Tribes: lots of large changes created by which you pick, some will see you staying on a map for long periods but movement costs a lot while others will see you constantly map hopping to hover up bonuses from ruins. The Bad: -Combat is a little dry, enemies have a single pattern, close the distance and attack, ranged from further but otherwise no difference. I have read a review comparing it to RiftBreaker but I disagree with the review which said Riftbreaker is way better. I found Riftbreaker to equally fall into mostly endless kiting regardless of loadout choice since the more interesting weapons don't have enough variation to make them viable, damage types are more varied in it forcing you to switch between two types with small usage of elements but ultimately you can beat all of Rift breaker with Chainguns and missle launchers on hardest. Ammo limits and production was a good idea for that one to force melee fighting. Neither is your vampire survivors of infinite attack patterns and choice paralysis. Intelligent enemies forming battle lines instead of just endlessly increasing enemy strength would fix it. more variation of movement styles for non-intelligent and an overhaul of the turrets since I find myself just maxing preparing a big block of the cheapest turrets with a single wall piece around it while I dance Tiny in front as bait the enemies preferentially attack during raids. That said in Rift breaker I just cheesed each map by constructing a defense line around the entire perimeter. once I figured this out the game became such a slog, most of my "gameplay" was waiting around for things to produce. Because of the nomadic nature no such one and done tactic exists for Dream Engines. Sometimes I have to create multiple defense lines because there isn't enough space in one direction to build my death disco so enemies overwhelm me forcing a retreat and then they start breaking my walls. -Difficulty, yup the duality, the biggest issue with the difficult is also its greatest strength: open difficult. Since you can set any difficulty you want and the game defaults pretty high, you get people complaining about the difficulty even while accidentally selecting Normal which has growing difficulty set to on. This setting isn't really a beginner setting. If forces the player to be much more efficient then any other single option does. Since if I am not ready for the next base map difficulty, without it, I can just endlessly harvest resources and upgrades. With it I need a rare consumable that lowers 1 level every 200 cycles. With even short stays on a map being around 30 cycles. Otherwise I will be pushed into a difficulty I can't yet survive. -The lack of modularity while appearing to have modularity. While the tribes do a good job changing gameplay... there is no reason to, just find your preferred one and stick to it... if there was say a home base to return to and you made upgrades to improve your future runs with a wide variety of environments each tribe accelled with or were exclusive to and so exclusive resources. Then you would have reason to change but there isn't. While mods exist for buildings and Tiny, Tiny has a single port for mods and the selection basically limits you to speed, auto repair or a tiny area of splash damage. The defense and offense improving ones counter act each other making them basically non-choices since dodging is better then defense and Tiny is too squishy for melee. The city has very few mod slots and instead every single building gets at least one... in which to put your 1 or 2 mods per building type in dozens of turrets that could be destroyed or around 2-4 of each production building... That don't fundamentally change how well they perform. There is a general upkeep mod but the amount it reduces is so minimal of things you can easily get that it should have just been a crafting recipe of high expense item that would feel inferior to material need or personel reduction mods but ocassionally useful. There are a few that speed up production at material expense or lower material usage at production speed expense... none for more people but better production or material use or any mixture like that or specific material use... Giving you batches of 5 of those would make them much more worthwhile as would more affected stats at once and variety. The city mods are extremely useful but the mod slots are not particularly numerous, limit you to 1 per type and most of them have no drawbacks or secondary effects you could juggle and match together for slight improvements with no downsides. Instead you are most likely to use cart speed 1 and 2 or cart speed 2 and attention reduction. The weapons don't have modularity, most are rare finds from ruins and aren't seperated into tiers other then in material needs to produce them. The ones you can research and then produce are limited to certain effects while things like piercing are locked behind the lucky pulls. There are no enemy damage types so no armor types either, just how much health they give versus regen and speed. No attack or fire rate bonuses either. Tooltips of items and buildings don't say enough, in part this is because buildings have levels and mods can change them and multiple recipes but a quality of life that would also let you show some information would be to immediately build them at a specific level and mods and show selectable recipe production rate. While the negative reviews do the game a disservice from the ones I read they aren't wrong about issues that could be fixed with some work. The game is otherwise very solid for an indie studio with 3 people, I hope they are doing well! while both their games lack polish they are interesting and could be incredibly deep if given that polish.
10/10 Крошек
Wow! This game is very fun and addicting. I love factory simulators and this one is unique. I would recommend harvesting the ruins around the map, then taking off to another map. This is key to getting stronger!
經濟方面還蠻硬的 不過受不了的話,可以在初始設定那邊把經濟調整的簡單一點 整體的遊戲體驗就會好很多 其他設定全都困難都沒啥感覺 就是這個經濟的設定影響太大了
There are some fun elements to the game. The idea of having a core city that roams around in search of resources is fun, but the combat mechanics are very clunky. Not having a free camera mode to move around and build was also annoying as you can't defend an area and build somewhere else at the same time. Some of the delivery mechanics mean that there isn't a clean way to build, so I was always dissatisfied with my city layouts.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Languages: English*, French, German, Simplified Chinese, Russian, Japanese, Traditional Chinese*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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