
New Cycle is a city building game with focus on survival. After an apocalyptic series of solar flares, human society has been thrown into disarray. Establish a settlement and develop it all the way from humble beginnings to industrial metropolis.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, French, German, Japanese, Korean, Russian, Traditional Chinese, Turkish, Spanish - Spain, Polish
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 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
A really fun early access city builder. I would say wait for full release but I got 20 hours out of it in early access so it's got plenty of content now, though you can see that parts of the game are very bare bones and unfinished. I'm a sucker for post-apocalyptic city building sims and there are just so few good ones. This is one of them.
Excellent game.
Had this on my wish list for a while, as with almost any game, wait until it's on sale. After playing through the campaign and messing around in sandbox mode, I think the fun has been had for now. The overall playability is alright, it's enticing for a few day's worth of entertainment, but once the bunker is built and the map is scouted, you really don't have much else to do besides balance the needs of a growing population which in itself is not any different than any other similar game. Destroy, move buildings around trying different layouts, rebuild, wait, etc. A workshop option for mods, or late game purpose would be great, and I would hope the finished product would support this. NC seems to take on whisps of Frost Punk with other similar games. Graphics are decent enough, some minor bugs that required reloading. Certain achievements didn't pop until a reload, even then only randomly long after they were completed. The terrain seems to auto-level when you place a structure on it, but sometimes leaves a portion un-levelled (a graphic error maybe), resources such as rocks or surface ore doesn't remove itself when land levels. The upgrade button only works sometimes even when the next generation of the structure is clearly available and researched. Building skins can be modified to an extent which gives some nice customization to it all. I do like how there is no negative effects of buildings being placed within proximity to each other as in other games. There's no pollution, or layers like that so you can drop a house next to a factory without issue. The transportation / logistics system is really only skin-deep, while this is nice in a simplistic way, it also leaves out a certain expected layer of detail for games like this. Some buildings have a sphere of influence, it would be nice for that to change as the next version of that building is researched and upgraded. Also, going down into the bunker for the ability to actually drop buildings or expand upon the setup of it would be a nice late-game option, similar to The Crust. I would give this game as it stands a 6/10 with limited replayability due to lack of post-campaign purpose. With further polishing, trading, expanding into other territory to build / survive in each climate location, this game can prosper, of course community mods are always a plus.
New Cycle is a survival city builder with complex supply chains and a gloomy post-apocalyptic theme. It's very interesting. It plays like banished or similar but without the medieval theme or intense micromanagement. It's very buggy but there is high level of polish already there. They need to cleanup bugs like glitchy rocks, weird behavior of roads. I like the idea of selecting day-night cycle settings but I would like to see day/ night cycles last longer. I think this game could do well with more variety to sounds and weather or maybe sounds to match the season or weather event. Overall this game is really cool compared to others in this genre. I cannot wait to get farther into it so I can play with the automation features. I really hope the developer keeps pushing this game towards full release because it is something unique and deserves a spot in the ranks of top-tier city building games.
I've played better settlement building games. I'd give it some more time.
Das Spiel ist wirklich gut, auch wenn es sich noch sehr früh in der Entwicklung befindet. Zu Beginn kann es etwas langsam wirken und teilweise unlogisch erscheinen, da das Tutorial nicht besonders ausführlich ist. Dennoch gibt es eine interessante Story; die Events passen gut in die Spielwelt und der gesamte Aufbau stimmt. Mit jedem Update wird das Spiel besser. Da es sich um einen Early-Access-Titel handelt, ist es jedoch normal, dass manche Features noch fehlen oder schrittweise hinzugefügt werden. Der aktuelle Preis ist allerdings recht hoch, daher lautet meine Empfehlung: Kauft das Spiel lieber im Sale. Positiv hervorzuheben ist, dass das Spiel aktiv weiterentwickelt wird und sinnvolle Funktionen nach und nach eingeführt werden.
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This is a decent post apocalyptic city builder. There is already a lot of content here. I'm a sucker for all of these style games, and this one, even in early access, is better than some fully released games that came before it in the same genre. I'll definitely come back and play further when the full game gets released.
After playing it for 20 hours, I think this is going to be one of my all-time favourite survival city-builders! I really loved the theme and the storyline. It has hints of Frostpunk with an added layer of complex production from games like Dyson Sphere Program and Satisfactory. Oh man, the production, class demands and all the other dynamics keep you on edge while the story keeps surprising you with environmental disasters. It's a very gripping game in that respect. The overall art direction is great, and I really like how they've portrayed the post-apocalyptic theme. It could definitely benefit from more variety in the music, especially tracks that sync up with what's happening in the game, but the overall feeling is pretty on point. Class demands are very similar to others in the genre, and they're actually not too hard to fulfil once you've set up your production lines efficiently. The difference between Craftsman and Specialist is especially hard to notice (I've only played on normal mode!). So it might be worth spicing things up a little for the Specialist class, maybe having them demand a different set of services alongside supplies. Right now all classes are happy living in the same housing type. The UI and UX are pretty intuitive, and the mental load is very low, so you can really focus on the tasks. I do wish you could zoom out a bit more, since it's hard to get a sense of the map and plan ahead. I had to demolish so many buildings in the mid and late game just to make space for larger roads and other transport connections. But I think that's pretty unavoidable in most games of this type. On that note, I also wish there was a cleaner way to connect roads. It's almost impossible to connect them, especially different types, without ending up with spaghetti. And it's hard to tell how pedestrian movement actually works. People seem to just stroll around the map at random, and you'll often find them wandering in places completely unrelated to their workplace. It's not extremely buggy. Early and mid game are quite smooth, though you can run into some glitches in the late game when there's a lot going on. Still nothing major. Sometimes you get false production feedback, like a low Diesel warning even when you have plenty of diesel for your trucks, both in storage and at your Central Freight Station. Trade feels a little gimmicky and needs more thought. Early game trade materials aren't very useful. Maybe this could be tied to the map you're playing, so there are alternative ways to get resources you need but lack in your main territory. Honestly, I ignored trade entirely once I'd built up a strong economy. That said, I really like how the scouts work and how they can support the economy. Some of the logic around how buildings function could be improved too. For example, you can demolish a Warehouse without losing any of the goods inside, because your whole inventory is pooled into one set of numbers rather than tied to a specific warehouse. I also wish there was a way to restrict certain goods to certain warehouses. That would really help with creating districts that each serve a different purpose. Lastly, the main objective: building the Bunker itself. This is where the game gets really gripping! You have to keep managing your economy while racing against the clock to save your citizens. I think a few major things are missing in this phase: - Social dynamics could play a bigger role here. Uprisings, riots and so on, so it's not just an extension of the production chain. - The sectors are super cool! But I can't really tell whether every sector demand needs to be perfectly managed, or whether, say, a sector running at -1 production would or wouldn't affect the rest. It might be worth adding more indicators on the Bunker level to show how each sector is balancing internally and what the consolidated numbers look like. - I think there could be more excitement around how the game ends (probably just an early access issue), but right now you only get a static screen with some text. It was a little disappointing not knowing how well my bunker actually did! I'll keep playing and update my feedback if needed. But guys, very well done! I can't wait to see how this game develops ;) Amazing work! Peace, Alp
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