
An open-ended factory management game with RTS and tower defense elements.
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Themes across 1263 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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имба
игра хорошая,мне понравилось
Слушай, парень. Я ведь инженер и умею решать проблемы. Не проблемы типа "Что есть добро?", потому что с такими вопросами должны разбираться долбаные философы. Я решаю практические проблемы
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Japanese, Portuguese - Portugal, Simplified Chinese, Traditional Chinese, French, German, Korean, Polish, Portuguese - Brazil, Russian +10 more
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I think its a fantastic game with depth. I have more than fifty hours if you count non-steam playing, probably close to 200, and its probably my favorite factory game of all time with a mix of tower defense.
好玩
I tried really hard to like this game, but the more I play it, the more I despise it. Mindustry is a half-baked RTS game with factory-building and tower-defense elements packed in that make the entire experience a slog. The factory building is one dimensional. You mine resources from the ground, process it once, then send it to the core or to defenses or to power. The logistics in the early game is interesting, as you need to manage belt throughput. But once you get to titanium conveyors everything just needs one belt in and out. You copy and paste one blueprint for every item (that you will never get close to designing on your own, because the game has no interest in teaching you beyond router chains) and then you have nothing to do because all of your resource requirements are met. Except for silicon, which you need to build more machines than every other machine combined for some reason. You made a mistake, mixed a belt’s resources, and clogged your buildings? Better tear down that entire subfactory by hand, because phantom drones aren’t helping you with building anything. You both need tons of resources to get any buildings and research done, but you are also limited by how many resources are in the ground on any map. This (plus defense and wave mechanics) lead to the only viable option to play Mindustry to be to import everything and slap everything down at the start, then wait half an hour for anything to actually produce and for waves to progress, then move on and do something else. The tower defense mechanics are more similar to gambling than any form of strategy. You need to gamble on where the enemy will attack from or which path they will take. Sure, you have some ideas. But the AI will always take the path of least resistance that completely bypasses your entire defense system or a new unit will spawn that takes a completely different flight path. If a single enemy makes it through, you need to gamble on where you place backup turrets to kill it, and you need to gamble on how much random damage and podshots it does to your power supply and random belts throughout your factory. If you gambled incorrectly, too bad, rebuild your entire base before an even stronger wave comes in the next minute. Next time, better spam mending projectors and scatters everywhere. Because scatters are the only viable anti-air turret until you get to the spectre and meltdown; the last two turrets in the game. You need to gamble on how much defenses you need to build because you have no idea how strong the bosses are. Too little and there is a good chance that the boss is part of the next tier and will walk through your entire base without a scratch. Too much and your turrets will dump their entire ammo stockpile on a single crawler. Mindustry has the most lopsided difficulty curve in all of gaming, as half the difficulty is on the first wave when you need to design a semblance of a defense from absolutely nothing / imports, the other half being on the last wave when you need to defeat the boss, and you spend the other 90% of the time doing absolutely nothing. The RTS (offensive) elements are enjoyable, but only to a certain point. All of your offense is determined by how large your factory is, so the best way to beat bases is to build a large factory and build up a massive pile of units (i.e. wait half an hour for things to produce) and curbstomp the base. Then realize you built the wrong tier of units and now you need to wait another half hour to stockpile the right tier of units and actually curbstomp the base. The dev is adamant on nerfing any other method of base attack (kamikaze and turret creep) because building up units is so time-consuming and boring that the most efficient way to make the strategy viable is to make all other options unviable.
I played this game ono Android like a decade ago, before we even had planets. While the game is free if you download from Itch.io, I bought it since it's on sale and wanted to support the developer. One thing to note is that losing one sector can quickly spiral out of control, at least the last time I played it. But its an amazing game, you can't describe.
Ну... Неинтересно. Разобрался с обучением и вышел... Факторио интереснее, но денег не хватило
Me salio en la app store de Google un día y cuando descubrí que estaba en PC no dude en comprarla, es entretenido y lo pone a pensar estrategia mente.
ыаыаыа
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