
Welcome to the resource management game where your creativity and logistics skills are put to the test! In this minimalistic simulation you will build interconnected chains of products and open new missions by completing various tasks to create the biggest system you can.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Simplified Chinese, Traditional Chinese, French, German, Polish
Engagement
Hours played at review time, across 39 reviews with recorded playtime.
Reviews
:)
原先以為是會硬核遊戲,但本質其實就只是簡化版的生產線營運模擬遊戲。 一個讓人無法理解的就是限定輸出入的方向,還有無限制共用倉庫 也沒有顯示細節的報表系統,消磨時間當小品可以,要認真玩是大可不必。 建議特價購入。
好玩 不是自动化类,是有限地块的资源规划类游戏 比堆叠大陆简单一点 教学内容和流程很舒服
I struggled for a long time with whether or not to recommend this game. It was a toss-up between a very conditional recommendation and a slight "no." In the end, I decided NOT to recommend it because I feel that a positive rating would send the wrong signal. [h3]The Gameplay Experience[/h3] In principle, I love logistics and production chain games—I’ve played Satisfactory, Factorio, and Shapez, just to name a few. But with Masterplan Tycoon, something feels off. The production ratios of the individual buildings don’t align well enough to allow for perfect balancing. My "inner analyst" wants that precision, even though it feels completely unnecessary in this specific game. [h3]Visuals and Controls[/h3] I actually like the aesthetics. It’s totally abstract, reduced to the bare essentials. However, the UI and controls feel clunky: [list] [*] [b]Link Restrictions:[/b] Why can't I draw links backwards (e.g., with signals)? [*] [b]Flexibility:[/b] Why can't I just end a link anywhere to place a signal or a processing plant right there? [*] [b]Building Management:[/b] If I want to move a building and there is a link at the new location, I have to delete that link first to clear the space. This feels redundant. [/list] The overall handling could have been much "smarter." [h3]The Dealbreaker: Missions[/h3] What bothered me most, however, are the missions. At first glance, the idea is great—it’s a clever way to streamline levels by outsourcing production to other maps. But the fun died for me around the fourth or fifth mission because [b]you have to rebuild everything from scratch every single time.[/b] I had to set up the entire production chain all over again just to get concrete. Why can't I simply "import" the maintenance products into the mission? In my opinion, this just artificially inflates the playtime without adding any real enjoyment. [h3]Conclusion[/h3] I bought the game in the Winter Sale for about 5 Euros and I don't regret the purchase. The core idea is good, it’s just not fully polished. In my view, it’s not worth the full price, but I still hope the developer uses the success of this game as a springboard for future projects.
郎姆酒造不了,建造不了,研究不了,卡关了
思维导图的形式确实比较新颖,问题是被demo骗了买了之后发现整个游戏的可玩性都在demo里了
玩完天际线 再来一回这个 再来一回进化6 再来一回工厂
玩法还可以,不过后期都是套娃模式,一直缺资源,路线只能左向右太痛苦了,需要的资源种类有点不合理,感觉纯是为了让我更麻烦的。音乐还行
有点太简单了,闭眼一通点点点点点就能通关
A strange little management game that feels somehow overcomplicated, and overly simplified all at the same time. I can't say I recommend it, as it felt a little underdeveloped for a game that came out in 2023 with plenty of time for polish and refinement. At the moment I'll have to not recommend but who knows where this might be in the future if it sees any changes.
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Trends
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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