
LOGistICAL:British Isles is a large open-world, strategy, puzzle game where you transport different cargoes to complete all the towns throughout the country with over 2000 towns to Complete. LOGistICAL: British Isles game covers England, Scotland, Wales, Northern and Southern Ireland, the Isle of Man, the Bailiwick of Jersey and the...
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Russian*languages with full audio support
Engagement
Hours played at review time, across 26 reviews with recorded playtime.
Reviews
I gave up on this game after about 20 minutes as it seems to have a mind of its own. The tutorial is useless, there are several parts to the tutorial and it seems to skip from one part to another at random before you get a chance to complete that part. In the end I gave up on the tutorial and tried to figure it out for myself. I wanted to play a particular town but It seems you have to complete the towns in the order it tells you to because only the Isle of Man is available. I tried to fill a truck with supplies and all of a sudden there's a big red exclamation mark over the truck and it appears to be in an endless loop. The game tells you to cancel this but doesn't tell you how to do it. At this point I gave up with it. Looks good but very frustrating UI. Waste of money!
Another great addition to LOGistICAL by Sacada. Like suggested in other reviews make sure to check out the original LOGistICAL too. This game is great as you can just dip in and out whenever you want and you can easily pick up where you left off
On the surface there are a lot of problems with this game - overly dense, clunky UI, poor graphics, very confusing onboarding. But it does deliver on the gameplay that it promises. If you like solving puzzles by routing lots of dependencies around, there is a LOT of that to be had here. It is deeply satisfying in the same way that untying a knot can be. This game definitely erases the hours. It may not have the strategic depth and polish of a game like Anno or Factorio, but if you like the resource management parts of those games, it is well worth a look.
Game started me off in an impossible position, with no move i can make. I've played LOGistICAL OG game - liked it. Wanted the UK version, completed the Isle Of Mann tutorial and now I can't do anything. What am I supposed to do with this game now
Better Love Story than Twilight Das Spiel hab ich beim Weihnachtsgewinnspiel 2019 des Entwicklers gewonnen, wer das Hauptspiel kennt und mag wird hier nicht enttäuscht. Der Einstieg ist etwas langwierig bis man z.B. Eisen findet, danach ist jede Menge zu tun, wird noch lange dauern bis ich es durch hab. Derzeit 5% Errungenschaften, also genug zu tun fürs Geld
Completely addictive. "Just one more city" and then you realise it's 1am. Unlock new routes by delivering road building materials. Deliver goods to towns to "complete" them. Sounds simple? Well, yes, the basics are simple, but that's the appeal I think. It's more of a logistical jigsaw puzzle - unlock this, which unlocks this. I haven't as yet worked out how to level up storage depots (if possible) for the areas where you can't get your big trucks on the roads, and you don't have enough small trucks to deliver all the goods before they are consumed.. It's been running in the background (Christmas 2017 module) while I work, as some of these deliveries will take real weeks I think! British Isles I'm up to 7% complete after about 3 days solid play. You certainly get a LOT of hours for your money. I'm definitely adding more modules, but I want to finish this one first :)
LOGistICAL: British Isles, developed and published by Sacada, is a dense and highly methodical logistics puzzle that distills the series’ core design into a more geographically compact but no less intricate experience. While it doesn’t match the overwhelming scale of some larger entries, it compensates with a tightly packed map and a constant stream of interconnected challenges that demand careful planning and long-term thinking. It’s a game that reveals its complexity gradually, turning what initially seems manageable into a sprawling network of dependencies that requires sustained attention. The fundamental objective remains consistent throughout: supply towns with the resources they need to be completed. On the surface, this sounds simple—move goods from one place to another—but the reality is far more layered. Many items must be produced through chains of industries, upgraded facilities, and multiple stages of transportation. As these systems expand, the player is no longer just delivering goods but orchestrating an entire logistical ecosystem. Every new connection feeds into a broader network, and small inefficiencies can ripple outward, affecting progress in unexpected ways. What sets the British Isles map apart is how concentrated everything feels. Towns are positioned relatively close together, which encourages the creation of shared routes and overlapping supply lines. This density allows for more immediate feedback when optimizing systems, as improvements in one area often benefit several nearby locations. It creates a satisfying rhythm where progress can accelerate once a network is well-designed, giving players a sense of momentum that contrasts with the more sprawling, slower-paced maps in the series. The geography itself introduces a variety of logistical challenges. Moving between regions often requires dealing with water crossings, ferry systems, and isolated areas that cannot be reached through conventional routes. Infrastructure plays a significant role, with damaged roads needing repair before they become viable for transport. Certain areas are restricted or require specific conditions to access, adding another layer of strategic planning. These elements ensure that the game never becomes purely mechanical; players must constantly adapt their approach based on the terrain and limitations of each region. As the game progresses, its systems become increasingly interdependent. Industries must be upgraded to meet growing demand, and towns continuously consume resources, meaning that supply chains need to be both efficient and sustainable. This creates a balancing act between expansion and stability. Pushing too quickly into new areas without reinforcing existing systems can lead to bottlenecks, while focusing too much on optimization can slow overall progress. Finding the right balance is where the game becomes most engaging, as players shift from solving isolated problems to managing a cohesive, large-scale system. However, the depth of these systems comes with a notable barrier to entry. The game offers limited guidance once the basics are introduced, leaving players to figure out more advanced strategies on their own. This can be rewarding for those who enjoy experimentation and discovery, but it may feel overwhelming for newcomers. The interface, while functional, can also become cumbersome as the number of active routes and resources increases. Managing a large network requires navigating multiple layers of information, which can occasionally detract from the otherwise satisfying problem-solving. Pacing is deliberately slow and demands patience. Progress is incremental, and completing even a portion of the map can take a significant amount of time. The game does not rush the player or provide frequent bursts of excitement; instead, it rewards steady, thoughtful play. For players who enjoy long-term projects and gradual improvement, this approach is deeply satisfying. For others, it may feel repetitive or overly time-consuming, especially when progress is slowed by minor inefficiencies that require careful correction. Visually, LOGistICAL: British Isles adopts a clean, map-based presentation that prioritizes clarity over detail. The lack of visual complexity ensures that information is easy to read, which is essential given the number of systems at play. However, this also means that the game lacks the visual appeal of more modern simulation titles. Sound design is minimal and largely unobtrusive, reinforcing the focus on mechanics rather than atmosphere. In the end, LOGistICAL: British Isles stands as a deeply rewarding experience for players who enjoy complex systems and meticulous planning. Its dense map and interconnected mechanics create a satisfying challenge that grows more engaging the deeper you go. At the same time, its slow pace, steep learning curve, and limited presentation may limit its appeal to a more dedicated audience. Rating: 7/10
LOGistICAL: British Isles — стратегическая головоломка с открытым миром, посвящённая логистике и грузоперевозкам на территории Британских островов (Англия, Шотландия, Уэльс, Северная и Южная Ирландия, остров Мэн, Джерси и Гернси). В игре свыше 2 000 населённых пунктов. Игрок развивает транспортную сеть: ремонтирует дороги, строит и модернизирует производства, доставляет грузы, выполняет контракты и оптимизирует маршруты. Плюсы: открытый мир с более чем 2 000 городами; реалистичная карта Британских островов с исторически достоверным размещением производств; разнообразие задач: ремонт дорог, строительство, перевозка ресурсов, развитие производств; возможность строить собственные предприятия после их апгрейда до 3‑го уровня; система бонусов за завершение регионов и выполнение контрактов; поддержка 6 языков, включая русский; более 3 000 достижений Steam; автономная игра — не требует оригинальной LOGistICAL; низкие системные требования; обновлённый туториал на острове Мэн — более понятный и полный; совместимость с прогрессом из других модулей серии. Минусы: только одиночный режим — нет мультиплеера; поначалу сложно разобраться в интерфейсе и механиках без опыта в серии; устаревшая графика (игра 2017 года); возможны баги с логистикой, отображением прогресса или обработкой кликов; монотонность при долгом прохождении; ограниченная визуальная обратная связь при выполнении задач; ограничения по типам дорог: крупные грузовики не могут ездить по мелким дорогам, что требует тщательного планирования автопарка. Итог LOGistICAL: British Isles подойдёт любителям стратегических головоломок, логистики и симуляторов управления. Игра привлекает масштабом, реалистичной картой и глубиной планирования — особенно с учётом сложного ландшафта и разветвлённой дорожной сети. Однако из‑за отсутствия мультиплеера, устаревшей графики и высокой сложности отдельных задач она может не заинтересовать тех, кто ищет динамичный геймплей или простую аркаду. Хороший выбор для поклонников неторопливых стратегий и задач на оптимизацию транспортных и производственных цепочек.
I had heard tale of a wonderful place. People told me, "There's a mystical land where the achievements are plenty, thousands of achievements available. All you had to do was move stuff around". Supposedly you could exhaust this place of thousands of achievements in about 90 hours. My eyes glistening at the thought of all those achievements. I packed my bags, and set out for the promised land of the British Isles. After buying my depot in Ely, I was astonished to discover almost half the roads in this land were in need of repair. I don't know where my council tax went, but it wasn't being spent on fixing potholes. After calling up the council's hotline, I was told there were no couriers or delivery drivers available to deliver the materials needed to fix the roads. Sensing a business opportunity, I started transiting raw material from the local gravel pit and rock quarry's to get some roads fixed. Along the way, I found towns desperate for resources. The mayor of a small town of a few thousand people, told me the populace were desperate for shoes, they wanted 40,000 pairs of them. Why did so few people want so many shoes, it didn't matter, as long as I got an achievement. I made it my mission, as long as I got an achievement for it, I would help out every soul in this country. I tried my best to satisfy the demands of each town, but I came across more and more roads that could not simply be fixed by dumping rocks in a pothole. I needed steel. I knew from a local tv show called 'Doctor Who', that there was a city to the north called Sheffield, that was famous for its steel. To my dismay, I found the foundries cold, for the city was out of iron. I heard a tip that there was an iron mine, famous for its depth, to be found further to the north in Cumbria. Alas, my journey was halted again, by roads that needed steel to be fixed. Attempting to find a way around this catch 22-esque situation, I instead found a road that needed asphalt to be fixed. I knew an asphalt works in Billericay. If I could find a way to bring asphalt here, I could get the iron I need to get the steel I need. After consulting with my man in Billericay, I was told we'd need a lot more rock for all the asphalt we'd need. The nearby quarry was too small, we'd need to expand with dynamite. After being cautioned that it might not be wise to search "how to make explosives" online, we instead went to find a legal supplier. We found one in Alfreton, however we needed gunpowder, so we went to Waltham Abbey, where we were told we'd need chemicals. So we decided to make a trip to the lovely sounding 'chemical mine' in Loftus. However the way to Loftus was obstructed by a road that needed concrete to be fixed. I remember from science class, that concrete needed sand and lime. Lime comes from limestone, and I knew one of the most famous limestones in the world was Portland Stone. However the road to Portland needed steel, so I settled for the less famous limestone in Matlock. Then I needed sand, which should've been easy, however every beach I went to forbade me from taking sand. The hunt for sand took hours, I scouted the coast for ages, before eventually discovering we passed a sand quarry in non-coastal Reigate. In hindsight it was obvious, their wikipedia page said several buildings were named after sand. We used the sand to make concrete, repaired the road to Loftus, took chemicals to Waltham Abbey, delivered gunpowder to Alfreton and escorted dynamite to the quarry, which we promptly blew up. I handed over 100 tonnes of rock to my guy in Billericay and told him to make me asphalt. "Cool, I just need oil?" he said. "Oil!?!" I exclaimed. "Yeah, they have some in Swanage, but you'll need to fix the road from Lytchett Matravers and--" I zoned out, I had fixed so many roads already, and still no asphalt, I wasn't sure how much more I could take. We eventually got oil, I got asphalt, which helped me get iron, which helped me get steel. With all the materials I needed, I set to work. They called me the road fixing king, with my vast reserves of asphalt, steel and concrete, there were no roads our company couldn't fix. With each roads fixed, we were able to deliver more goods, and find more industries. Eventually, we ran out of roads to fix, but we heard tale of another land to the west, one whose roads were also in disrepair. This place, 'Ireland', would require boats to get to. Surely, in a nation famed for its nautical prowess, it would be easy to find boats. I proceeded to Hull, where the finest shipbuilders in the world resided. However there was a fibreglass shortage that was stopping them making boats. I made my way to the Fibreglass factory in Hailsham, but found the workers on strike. The government refused to deal with them, so I stepped in. "What are your demands?" I asked, assuming it to be about pay or working conditions. "We want 40 tonnes of Mutton, 40 tonnes of Wine, 40 tonnes of Flour, 40 tonnes of Flowers and 40 tonnes of Sugarcane" the union boss said. "But why?" I asked, they refused to tell me. I headed to the slaughterhouse in Osset for Mutton, but they had no sheep to slaughter. I headed to the sheep farm in Brecon, but the sheep had no oats to eat. I headed to the Oat farm in Sleaford, the workers were on strike. "Let me guess, you want 40 tonnes of food too?" I said. "Nah, we want 16 tonnes of Silica" they said. I headed to Blackburn for Silica. Eventually, I got the fibreglass I needed to build my boats. Upon setting foot in Ireland, it was worse than I feared. Not only were the roads all broken, but there was almost no industry at all. The only industry I could find, was a silver mine in Omagh. I went to the capital, Dublin, to enquire why all the roads were blocked and all the factories closed. Instead I was told to bring them 4,000,000 magazines. One could one city need with so much celebrity gossip? After filling up with as much silver as I could carry, I left, vowing to return with the knowledge to rebuild this islands industry and get all their achievements. A long time passed, days spent moving things from one town to the other. The people rejoiced as I brought them exotic goods, rebuilt their factory's and then built new ones on roads that could actually support HGV's. More and more statues were built in my honour, but I was wary. 90 hours seemed like such a long time. More and more time passed, until eventually, every town in Britain was satisfied. I moved my business to Ireland, rebuilding the infrastructure as I went. Eventually I grew tired, Leinster had so many towns connected by so many tiny roads. But after a long time, it was finally done. With both countries now back on their feet, I sighed. 93 hours it had taken me, 92 hours of my life. I sat atop a pile of 3,000 achievements. Had it been worth it? I mean sure, my knowledge of British geography had grown significantly, but I wasn't so sure... Even now, when I close my eyes to go to sleep, I can still hear it. The noise that preceded each of my many many achievements. *honk* *honk*
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