
A minimalist cyberpunk city builder inspired by Islanders and Luck Be a Landlord.
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About
Neongarten is a captivating turn-based strategy game that blends tactical depth with minimalist design, inspired by the likes of ISLANDERS and Luck be a Landlord. Immerse yourself in a vibrant, neon-soaked world where each turn presents new challenges and opportunities.
As the architect of a growing digital garden, you'll carefully place structures and units to expand your territory, earning resources and unlocking powerful synergies along the way. The balance between risk and reward is key—will you play it safe or gamble on high-stakes upgrades?
With a unique combination of procedural generation and strategic depth, NeonGarten keeps you on your toes. Every game offers a fresh experience, demanding you to adapt, optimize, and evolve your tactics.
Key Features:
Turn-based Strategy: Plan your moves carefully, with each decision shaping the future of your neon garden.
Procedural Generation: No two runs are the same, offering endless replayability and new challenges every time.
Minimalist, Cyberpunk Aesthetic: Dive into a stunning retro-futuristic world, where glowing lights meet strategic depth.
Inspired by Islanders and Luck be a Landlord: Combine the simplicity of city-building with the thrill of roguelike progression.
Whether you're looking for a laid-back yet engaging strategy experience or a deep, ever-changing puzzle to solve, NeonGarten offers a unique blend of both worlds.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Japanese, Korean, Polish, Simplified Chinese, Traditional Chinese
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm putting this down as Not Recommended off the back of it being marketed as a strategy puzzle game. On that basis, it is on the same level as a slot machine. To summarize, if you enjoy slot machines and numbers, this is a game for you, have fun, but if you are looking for a logistics based space management organization game, this is a big miss, and will mostly aggravate you more than anything. In more detail, here's what's good: - The game looks great; the neons are pretty and the colors pop. More than a few times I've switched to photo mode to take screenshots of my mini-Kowloon. The way the numbers and increasingly large coins pop out is fun and feels like a slot machine payout animation. Not quite on the level of Balatro's ramping, but good non the less. - The different "factions" present interesting options, and the game presents quite a few spatial decisions that can be implemented to create some pretty satisfying builds and payouts. - There's a lot of potential here; the bones are good, and with a bit of content patching and adjustments, this could be a really satisfying puzzle game. Unfortunately, it crashes hard because of a few major downsides: - Far Too Random; this is the big one. Since you have no direct control over the buildings you get, it's very hard to implement any kind of strategy, planned or adapted. The game can simply choose to never give you a specific building, or give you far too many of another building, limiting what you are able to do. You might get a few Volt buildings early on, which have stacking benefits the more you place in a chain, so you reason "This is a Volt Run, alright" and then never get another Volt building for the next 60 turns. To be fair, this isn't a massive setback for beating each level, the game is pretty lenient on score requirements just to pass any difficulty, but the achievements, which are the games only real "end game" have ludicrous asks for how random the game is. - Inconsistent strength of "factions"; once you really dig in, you find that some of the factions, like Volt, are far too strong compared to some other ones, both in how forgiving their placement is and how few restrictions you have on their placement. This leads to scenarios where even if you're trying for another goal, placing Volt buildings for bonuses is just a no-brainer for progression. - Unappealing Challenges; this is the most subjective of my criticisms, but the additional challenges you can apply feel lacking in two major ways. The first is that, while they put a restriction on you, adapting them just requires good draws, and failing at them largely come down to drawing poorly, something you can't control; this means that when you lose to them, it's not because you need better planning, you need better luck. The second is that there's no benefit to them, no score multiplier or further unlocks or even cosmetic effects you gain, they only exist to make the game more complicated, which in this case means more reliant on dice. As I said before, if you aren't interested in the deeper strategy elements and just want to see payouts go brrr, this very much might be a game for you. I've had fun most of my 16 hours, but very little of that has been from strategy and planning and has mostly been from getting an incredibly strong early draw (Organ Harvesters) early on and being able to simply stack bonuses on two buildings to delete any tax requirements the game has, and even then I've only gotten a little over 50,000,000 of the games required 1,000,000,000 for its highest score achievement. If you are looking specifically for deep strategy and planning, I'd pass on this one until there are some mitigating balance patches that better implement that side of gameplay, which is completely doable and I really would keep an eye on this title if you are interested in that.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
There seems to be some confusion over what this actually is, and some of the reviews seemed to have missed the point This is not a city builder, in the same way that chess is not a military simulation. There is very little strategy, it's mostly tactical. You get some options each turn and you try to pick the best one. Potentially you can try to leave space for certain buildings and hope they come up and that you will still be able to place them when they do. You have some power to influence what options you will have in future turns, but mostly it's just doing the best with what you have on a give turn. Also Not a roguestyle - just because something has randomness in your progress through the game does not make it a a roguestyle. If that was the definition of a roguestyle, then tabletop games like Carcassonne, Scrabble and almost any game that uses cards is a roguestyle. They are just games that use randomness to present you with novel experiences. So what is it? It's what I like to call a board game plus. A game that plays in under 2 hours that provides the same kind of satisfying decision making that makes a good board game fun, but adds some complexity and depth that you can only reasonably get from a computer game. They offer replayability by simply giving you a new set of options every time you play. That does not necessarily imply infinite replayability either, only that you can play multiple times, see different things and get better. In this particular case, it's about putting things next to other things to score income and multipliers whilst avoiding penalties. And it looks pretty good whilst doing that, but it was the music that really sucked me in the first couple of times. The UI does start to feel a bit cumbersome as your city gets more complex and fitting some buildings in between other ones can feel like a chore as you get nearer the end of a run. And I feel like the game almost outstays it's welcome. To return to the board game analogy, a good game leaves you feeling like you wish you had just one or two more turns. With this I was relieved it was over, again, mostly because of the fiddlyness of trying to see if you can just fit a couple more relevant blocks in. I get the same feeling when playing Tetris or an old school shmup, where I usually lose interest about a minute before the game was going to beat me anyway. I feel like this game could have really benefited from some kind of campaign that slowly introduced the building types, rather than pretty much throwing them at you all at once. Yes, technically you are unlocking more buildings as you play, but they come so fast they its barely relevant at all. So not a perfect game but still a thumbs up and definitely something new and unique with style.
I'll look this game back up in six months because I really like the premise but it should not have been released in its current state. Its currently a challenge to get a specific build running but overall I just HATE how it gives you a score at the end of day 50 which is completely meaningless. There are no leaderboards and you cant even continue after day 50 with ever increasing tax targets. Plus only having three levels is just rubbish and there are so few buildings per "faction" that its just not great. I've put 4 hours into this game but in that time I've beat each of the levels twice and unlocked a bunch of building but it still just feels bad. If I could refund this game I would. I bought this game on sale for £5.50 (about $8) and even at that price its not worth it as you'll be lucky to get 10 hours out of this game at the max.
The shape rotator's Luck Be a Landlord. That game is fun despite its simplicity; this is a great extrapolation. If this had good gamepad support it would reach a whole new level. Who knows how high we could build. Edit: Gamepad support has been improved. It's still clearly secondary but it's usable!
ультимативный тетрис суть от простого к сложному: - есть поле (4x4x8/5x5x5/3x3x12) - в каждую клетку поля можно поставить что-то, только если под всеми клетками уже что-то есть - каждый день (ход) у нас есть выбор из трёх случайных зданий. частота появления зданий зависит от редкости - каждые 8 дней будет взиматься растущий налог - каждый ход мы получаем деньги со зданий - каждое здание имеет модификаторы прибыли, множителя прибыли, и силы свойства. - каждое здание обладает тремя параметрами, каждый из которых имеет от 3 до 5 возможных значений - каждое здание обладает формой (1x1/2x1/1x2) - каждое здание (почти) обладает свойством, которое в зависимости от параметров зданий, расположенных в определённой конфигурации вокруг, даёт модификаторы другим зданиям определённых параметров. - все числовые значения свойства умножаются на модификатор силы свойства победить в игре довольно легко, поэтому есть дополнительные усложнения, варианты поля и сложность. советую каждому любителю жёско просчитать всю жизнь наперёд, а потом споткнуться и спять скальп о бордюр
Geniale Idee super umgesetzt und die "Städte", die dabei entstehen, sehen wunderschön aus. Macht riesig viel Spaß. Gerade für eine Runde zwischendurch. Was ich noch gerne hätte: Dass man sich ein Deck an Gebäuden für einen Durchlauf zusammenstellen kann. Gibt es vielleicht, aber ich habe es in den 16 bisherigen Stunden nicht gefunden.
What is it with promising Indie games only getting a single update before the devs disappear?
Dev troubleshooted a problematic visual bug in a rapid and courteous manner Great little puzzler, highly recommend. Hours played do not reflect my time played on the demo! This was a definite purchase on release for me from how great the demo was
This game scratches the itch for me like none other right now. I can best describe it a geometric puzzle where you figure out optimal placements of buildings with different areas of influence, abilities, types, and faction affiliation to meet income goals every 8 rounds or days until you reach the 65th day. With additional choices of boons after each 8 round goal being met as well as few "shanties" being added that can block placement strategies or be exploited by other buildings. Examples of some of the buildings and abilities are factories the gain income for every industrial building above or below them (the same stack as the game puts them), black markets that boost the income for neighboring commercial type building for every illegal faction building it shares a row or stack with, and toxic waste dumps that boost the income of neighboring industrial buildings but harm the income of neighboring residential buildings. Boons can include additional abilities for buildings; neutral buildings joining another "faction" like Corp, Illegal, or Government; or gaining more options to influence the buildings you're offered each round. Then you take what you're offered and try to figure out the best way to maximize synergies, avoid detriments, and plan for the future. Despite all the game has to offer in terms of mechanics it's easy to learn and pick up on. Helps that it starts out simple with a few types of buildings being initially available with more unlocked as you hit certain milestones and get the hang of the game. An easy recommendation from me if you like these kinds of games. Def got my money's worth on it!
There's not too much to say about Neongarten other than it's a really fun and super chill city building puzzler, and one that is criminally underrated and deserves WAY more attention! It's the perfect game you can just jump into for a good half hour to an hour and see how dosh you can make from your cyberpunk megabuildings. It can be a tricky game to start out with, as getting those really good combos and set ups is tough, but as you learn how everything synergises together, the more money you make and the more buildings and perks with increasingly powerful properties get unlocked. Eventually when you manage to create some of the most insanely powerful set ups, you will basically never lose and becomes more about achieving the highest score possible and working towards those achievements within the 65 turns the game allots you, and honestly I think that's perfect for a game like this. It really is a ton of fun and super chill, with a great soundtrack, lovely visual style and is perfect for that short pick up and play session. However I would love to see more ways to play, like an endless mode and watch as people create some insane buildings that goes up insanely high into the sky and with crazy synergies, or perhaps new building shapes to contend with that's not the usual stack, cube and stiletto setups, or perhaps some more achievements for players to obtain. I suppose sometimes the game has the occasional hitch and stutter the further into a session you get, but if the vast majority of my critiques is "I wish there was more to enjoy" while still having plenty of hours of fun to offer, then you know it's a total banger already. I would gladly pay for an expansion or two that adds tons of new buildings and ways to play as well, the game really is that much fun. However there is one big caveat that can be a positive or a negative depending on your own taste; just keep in mind the game is quite heavily dependant on RNG. Each turn you get a selection of 3 buildings, and all of those may not be what you want for that current turn. Luckily though the game does give you plenty of control over that RNG, thanks to being able to reroll your selection and even able to use hacks to save certain buildings for future turns or perhaps turn one building into another random one of the same rarity. On top of that, you have plenty of perks and buildings that can give you more rerolls and hacks to give you the edge later in a run. It's still RNG, but there's a lot you can get to help alleviate it and use it in your favour when you have the means. So yeah, if you're looking for a really chill casual game that can evolve into something with tons of depth and can sink plenty of time into, then Neongarten is a fantastic time and absolutely worth the full asking price.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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