
After crash-landing on a mysterious island with no memories of the past, set out to explore the island and scavenge for resources to build automated production lines and repair the damaged ship.
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About
Build machines, establish power grids, and expand territory. Upgrade from hands-on crafting to high-tech automated production, evolving from raw wood to cutting-edge warp coils. Continuously enhance technology, scale operations, and coordinate specialized robots for manufacturing, resource gathering, and agriculture. Leverage the global management system to maximize efficiency and drive production to its peak.
Settle into the rhythm of tranquil island life by tending crops, gathering resources, preparing meals, and fishing amid the calm. Roam the island to discover a variety of animals, some of which may become loyal companions with the right gift. Unlock plant gene enhancements, push technological boundaries, and direct the evolution of helpful robots. Harness creativity to build medical pods and restore the damaged ship.
Engage in strategic real-time tower defense challenges. Deploy a variety of unique towers and utilize the island’s diverse terrains like jungles, deserts, canyons, and labyrinths for effective defenses. Battle alien creatures hidden throughout the wilderness in fast-paced encounters.
Explore a town filled with devout followers, elusive monsters, cryptic notes, eerie underground chambers, and blood-stained rituals, each contributing to a hidden narrative. As clues are pieced together, a shadowy past begins to surface, revealing the island’s most guarded and unsettling mysteries.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, English*languages with full audio support
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
只要按一下E,不用按住,就可以砍完一棵树。 开局就有自动化机器人。 +1 有中文 有成就
当你当你缝合了足够多的游戏玩法时,这何尝不是另一种创新。《牧神镇物语》就是那个农场玩法类目下的craftopia,它囊括了一众被验证过的成功玩法,比如《新星群岛》的多类智能机器人,使用变异植物战斗的风格又让人想起《辐射谷物语》,甚至通过这套植物战斗扩增的加点系统,又缝进去了一整个塔防小游戏玩法,说到外围玩法,这游戏的钓鱼系统缝的是捕鱼达人那套舰炮捕鱼,研究配方又神似《药剂工艺》…这个游戏的内容太丰富了,你的前五个小时几乎都会完全消耗在探索新系统上,其游玩寿命也通过长足的主线流程有了相当保证。如果再在美术上更上点心,就几乎是下一个值得为之投入五十个小时的种田佳作了。 本作最核心的独特体验就是这套电路设计+智能小机器人带来的去重复劳动的自动化体验,在一个信息闭塞的小岛,使用机器人等先进自动化技术,产生生产力的碾压,多少有点《江城创业记》那种穿越种田的爽文感。 但是别急,种田类游戏的自动化一定不是为了让你更轻松,而是让你更忙,原本你只需要在木工台上产一百块木板一下午就过去了,现在自动化木工台为你代劳之后,游戏用来填充你时间的可就不是这样的机械动作了,你需要开始考虑原料比例,产出消耗速度的平衡,机器人站的布局等等来优化你的生产流程。理想上分析,这可以把玩家无用的重复劳动时间,变成有效的,具有探索性和策略意义的有效游戏时间;但是这个游戏复杂系统的累加之下,你几乎从不得闲,我第一次在一个种田游戏中操作密度高到无法分心并行其他事情,或许游戏应该给点不费脑不费手的简单流程,来调剂持续的过频操作,比如可以适度让饱食度系统宽容些。 另一方面来说,由于没有把幸福工厂的传送带一并缝进来,而是在前期就能操使各种自动寻路的小机器人,并且会逐渐掌握定点收集,中转等能力,这些简化设计让家园布局的难度骤然下降。你也不需要考虑多电厂的电路串联问题,总功率够用的情况下全部串起来即可。游戏对于玩家的规划能力其实并无要要求,由于和种田玩法共享地块,游戏的地块扩展给的相当慷慨。总体而言,难度和挑战性不足,操作频度却太高,适合打算全心投入种田玩法的中轻度玩家,这个游戏足以让你消磨算得上惬意的大几十个小时。
中后期开始一大半时间都在挂机,买这游戏后面为了挂机的? 种子每天刷新2个,攀到中后期科技修复飞船才额外多给一个,怎么的,种子这么金贵?攀科技也单纯真的是攀科技,对各个方面完全没有帮助,又不能赚钱,又不能对生产效率改变,又不能提升机器人或者自己或者战斗的属性,唯一的帮助应该就是延长游戏时间,不停套娃恶心人 机器人全买了,但生产效率简直恶心死人,所有机器都是半开工状态,永远缺材料 满生产机器人目前只够覆盖1/3的机器,满地图铺满机器?那你就干瞪眼吧,跟个傻子一样。 生产机器人以目前的逻辑和搬运效率,至少需要100个以上才勉强够全面覆盖,也差不多是一个机器人管1-3个机器 机器人根本不会就近拿材料,我把中转站造出来,甚至采集站就放旁边,也还是要跑到更远的地方拿材料,离谱的是什么,远处的建筑需要的材料,机器人也会千里迢迢的跑来中转站拿材料,根本不会就近取材,且每次只拿够生产一次的东西,纯恶心人 中期开始大量需求蒸馏器制造出来的聚苯胺,但是这个该死的东西产的量极少,1个又需要3个铜棒,导致我机器越铺越多,但是效率因为那些个傻逼机器人,怎么改都没用,完全上不去。 我挂机泡澡400%速度现实的一个晚上,才造出来22个微特电机,哈哈哈哈 工业品分文不值,只有商品制造机里面的东西才值一点点钱,自己的产品,最后的科技点出来的曲速线圈您猜怎么着,卖商店6金币,铁锭铜锭这些垃圾更是没人要,任务给的金币又少的想当可怜,要的东西除了煤矿铁矿,其他的都不想给,当然后期也不缺钱 背靠医院赚钱,赚的钱全去洗澡,不得不说很现实,但TM的为什么我在家里泡澡,也没个贴心的人服侍,每分钟要花我480金币?我自己给自己爆金币?爆的金币哪去了? 战斗系统也是一坨大的,这持续时间是人想出来的?不能重叠放,然后还有碰撞体积,还必须要人走过去才能放置,野外后期包括任务的怪,打一下300 400 700 1000的,植物主属性加血80%也少的可怜,放初始2000血的那个?打怪就是在挠痒,单体攻速还巨慢 植物升级限制非常多,满级只够升两种植物的,那你放4个快捷键干什么?直接弄两个就行了。 还有那个虚拟挑战关,忍着恶心打到关卡13,最后还是吐出来了,没继续往下打,又臭又长,还得背板,来血多的得上单体放电的那个,来群体的得上三连火球的那个,不然你还想过关?想屁吃 精力的提升条件,采集升到满级,只能获得这一次提升哦!这升级方式又臭又长又肝,满地图自己跑去采,升满级精力上限提升之后,您猜怎么着?大概也不太需要精力干什么了,因为科技也提的差不多了,钱攒的也差不多了,种植机器人差不多买够了,唯一的用处也就是那个虚拟挑战关了,但是这个挑战关是恶心人用的,打到后面每一关都要强行喂你几坨,因为不背板根本打不过。 这游戏从初期开始肝,自己采集,放机器人出去采这些大概是要犯天条的, 我是看了评论里说有点像江城创业记才买来试试的,结果对比一下发现原来是坑我的,人家只是费脑子要造出自动流水线,你这游戏是费命,气都给气笑了,典型的开发者不玩自己的游戏才能做出来的东西 !!总结:这游戏几乎没有爽感。各种各样的限制,不停喂一坨又一坨给自己,以现在的恶心程度,千万不要买来恶心自己,剧情也是白莲花的可以,咽都咽不下的那种。 !!现在就是一大坨!!
同类型游戏中并不出彩,玩到十几个小时就开始没意思了后面的流程就是为了消耗玩家时间,生产线怎么都调整不好最后直接拿ce改了直接结束折磨。
搞笑游戏,缝合了个寂寞。 种田:纯纯搞笑的,操作UI是真烂,很别扭。收益也基本没有,天天开垦浇水收获根本赚不到钱,不去野外采集浆果蘑菇的话就只能勉强满足一下食物需求。 自动化:更是搞笑,其他游戏的基本功能在这里就都要解锁。而且资源需求量都很大,强行拖你时间,把别的游戏的初级自动化内容拆分加上科技锁然后填进科技树,就是纯为了拉长游玩时间,让你发现的时候已经退不了款。 种田不如星露谷一根,自动化不如异星工厂戴森球一根,恋爱好感社交是一点没有。 我也不知道买这个干嘛的,纯折磨人。 感觉好评都是刷的。
richtig gutes spiel! das game macht einiges richtig und/oder besser was bei anderen games wirklich nervig ist! man hat hier z.b. nicht dieses nervige: du bist ein erwachsener mann aber musst um 22 uhr im bett liegen sonnst fällst du in ohnmacht du lappen... man kann schlafen wann man es will und wann man es wirklich braucht um energie aufzufüllen. man hat keinen zeitdruck bei quests, einmal angenommen, und das sammeln und herstellen der dinge ist auch gut gemacht. viel automation (was auch definitiv nötig ist). das einzige kleine manko ist das man manschmal, je nach dem wie schnell man selbst ist, etwas wartezeiten hat bis dinge hergestellt sind um weiter zu kommen da man nur die absoluten basis items herstellen kann und der rest von maschinen gemacht wird. diese kann man aber mit items und seeds farmen überbrücken um geld zu verdienen und davon mehr robos zu kaufen dodurch dann die arbeit schneller von statten geht. alles in allem absolut zu empfehlen!
Faun Town is a genre-blending indie title that ambitiously combines farming simulation, automation and factory building, light survival mechanics, exploration, and defensive combat into a single, expansive sandbox experience. Developed and published by 2P Games, the game drops players onto a strange and isolated island after a crash landing, immediately setting the stage for a journey that balances cozy routines with mounting complexity and an undercurrent of mystery. Rather than committing to a single genre identity, Faun Town deliberately layers systems on top of one another, encouraging players to carve out their own pace and priorities as the island slowly transforms from wilderness into a humming, semi-automated settlement. The early hours are grounded in familiar survival and farming fundamentals. Players gather wood, mine ore, plant crops, fish, and cook food to sustain themselves while constructing basic structures and workstations. These opening systems are intentionally approachable, easing players into the rhythm of daily tasks while quietly introducing the larger production chains that will eventually dominate gameplay. As technology unlocks, manual labor gives way to machinery, conveyor logic, and automated processing, shifting the game’s focus from hands-on gathering to thoughtful planning and optimization. This gradual escalation is one of Faun Town’s most satisfying elements, as the island visibly evolves alongside the player’s understanding of its systems. Automation plays a central role in the mid-to-late game. Machines, power networks, and programmable robots allow players to offload repetitive tasks and scale production dramatically. Designing efficient layouts becomes both a creative and logistical challenge, especially as resources originate from different biomes and must be routed back to centralized hubs. Unlike pure factory simulators, however, Faun Town keeps automation grounded in a living world. Crops still grow, creatures roam, and environmental constraints influence how far optimization can be pushed, giving the systems a more organic feel than abstract conveyor-only games. Exploration reinforces this sense of place. The island is divided into diverse regions, including forests, deserts, ruins, caves, and hostile zones, each with distinct materials, enemies, and environmental hazards. Progression naturally incentivizes venturing outward, as higher-tier crafting and automation require resources found only in more dangerous or remote areas. Exploration is not just about efficiency but discovery, as hidden structures, lore fragments, and unusual landmarks hint at a deeper narrative beneath the surface-level survival loop. Combat and defense mechanics add tension and variety to the otherwise methodical gameplay. Hostile creatures and alien threats emerge, particularly at night or in certain regions, forcing players to prepare defenses and engage in real-time encounters. Tower-defense-style mechanics allow players to place turrets and traps around their base, blending strategic planning with reactive combat. These segments break up the automation focus and introduce moments of urgency, though they can feel abrupt compared to the calmer farming and building systems, reinforcing the game’s deliberately uneven tonal mix. Visually, Faun Town adopts a pixel-art style that emphasizes readability and scale over ornate detail. Environments are colorful and functional, making it easy to distinguish resources, machines, and hazards at a glance. That said, visual consistency can vary, with some assets appearing more polished than others. While the art style supports gameplay clarity, it occasionally struggles to convey atmosphere during narrative or exploratory moments, where stronger visual identity could have elevated immersion. Audio design follows a similarly restrained approach. Background music is gentle and unobtrusive, supporting long play sessions without becoming distracting, while sound effects provide clear feedback for crafting, automation, and combat. Over time, repetition becomes noticeable, and the soundscape rarely shifts to reflect tension or mystery, which slightly undercuts the game’s darker narrative hints and defensive encounters. Narrative elements are woven subtly into the experience rather than presented through traditional storytelling. Scattered notes, strange ruins, and unsettling environmental details suggest that the island has a history far more complex than it first appears. These fragments encourage exploration for reasons beyond efficiency, rewarding curious players with context and intrigue. The contrast between cozy automation and eerie undertones gives Faun Town a unique flavor, though the story remains deliberately opaque, leaving interpretation largely to the player. Despite its creativity, Faun Town sometimes struggles under the weight of its own ambition. Interfaces can feel cluttered, placement controls occasionally imprecise, and certain systems lack the depth or polish found in genre specialists. Players familiar with dedicated farming sims, factory builders, or tower defense games may notice that Faun Town’s versions of these mechanics are broader rather than deeper, trading refinement for variety. This can lead to moments where the experience feels scattered rather than cohesive. Community reception reflects this balance of innovation and roughness. Many players praise the freedom, system variety, and sense of progression, while others highlight technical issues, uneven pacing, and learning curve friction. The game tends to resonate most strongly with players who enjoy sandbox experimentation and self-directed goals rather than tightly curated challenges or narrative-driven experiences. Ultimately, Faun Town is best understood as an experimental sandbox that invites players to engage with multiple systems at their own pace and in their own order. It may not perfect every idea it introduces, but its willingness to combine farming, automation, exploration, combat, and mystery results in an experience that feels distinct within the crowded indie simulation space. For players who value creative freedom, long-term base growth, and the satisfaction of turning chaos into order, Faun Town offers a richly layered adventure that rewards curiosity, patience, and experimentation. Rating: 7/10
这款像素风生存游戏真的太上头了!前期为了温饱到处奔波,砍树挖矿打怪,手忙脚乱。但熬过初期后,自动化种田机解放双手,钓鱼、塔防玩法也很有趣,内容超级丰富!不过那个迷宫是真的折磨人,绕得我头晕,最后还是在玩家群里找到大佬分享的通关图才避免卡关。 我比较喜欢慢节奏探索,光是修复前两个舱室就花了好多时间,到处闲逛捡种子,不准备花一点钱买,哈哈!完全不急着推进。现在还剩最后半个舱没修完,但已经忍不住爆肝了!游戏画风清新,玩法多样,唯一可惜的是不能选女性角色,希望后续更新能加入这个选项。总的来说,超级耐玩,强烈推荐!
真的很好玩的游戏,就是NPC剧情方面有点薄弱,其他的和江城创业记还有点相似,战斗是植物塔防很有意思,迷宫有解密元素可!不用像其他种田游戏从手动到机械化,这个一开始就是机械化挺好的不会太肝,有很多时间来探索,就是目前感觉游戏内容还可以再丰富一下,特别是装饰性家具真的纯装饰,人物都可以直接穿模过也是绷不住,总体来说会玩下去~
不是 这宠物吃什么 我怎么知道 一天就让喂三个 想收集就一个个试呗 就不能有个提示什么的
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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