
A complex but not difficult voxel automation game with belts, trains, teleports, and even catapults for transport. Achieve efficiency through smart water control. Play with or without enemies. Produce materials and fuel for a spaceship. Deal with the toxic side effects. Can you Revive & Prosper?
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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, Czech, Polish, Simplified Chinese, Spanish - Latin America, Portuguese - Brazil, Turkish*languages with full audio support
Engagement
Hours played at review time, across 46 reviews with recorded playtime.
Reviews
Themes across 46 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
The developer has the gall to put in a gigantic tirade about how there is no fast forward function in his game because "It's the players fault they cant find anything to do". Meanwhile while a single ♥♥♥♥♥♥♥ carrot takes 26.5 seconds to harvest.
I generaly discourage you to get this game. The premise of this game seems fun, but it's no where near completion or fun. Missing right now: - Basic QoL - Brain dead stupid AI of your vilagers - Wierd issues like "cannot build a building because there is 1 sand pice on the ground" and they cannot figure it out how to move it - Happily will go to the other side of the map, to take single pice of corn seed (have 2k in storage) and transport it to the other side of the map, while having this job on lowes priority. Instead of taking care of wood cutting which I have 0 atm and put it on high. - Cannot have more then 6 + 6 npcs so the game is painfully slow - Automation is not available till you spend 20-30hours in the game throught campaign, so you need to afk throught the campaigh to reach something reasonable There is probably more but let's leave it as is... Might come back in 2 years, when the game will be somewhat ready!
The game is a mix between survival and factory building. There's a rudimentary plot about humanity destroying itself and new species taking its place, trying to rebuild civilization. We take control over a group of such creatures to lead them into a better tomorrow by completing specific goals and building factories along the way. The only strange thing about them is that they are suspiciously similar to humans, despite evolving from modern animals. Campaign mode is effectively a series of puzzles that we are supposed to solve. There's no wrong solution as long as the final goal of the level is met, though. You may rush to the end goal or chill and build whatever you like. Either way is fine as long as your wards survive. Goals are simple and follow a pattern of "collect N things," but the further we go, the harder these things are to obtain. So, building small factories becomes at least a major boon, if not a necessity. Our anthropomorphic friends already have too much on their plates to craft everything by hand, after all. However, handcrafting remains an option for almost everything for now, so you can rely on this if you so choose. The only aspect of the campaign I don't like is that every level is new and separate from the rest. Everything you build on the previous level remains there and has no impact on the future levels. At least you don't start from scratch every time since usually there's some relevant infrastructure in place that you may get to the working condition or salvage and reuse as you wish. Beside the campaign, there's a sandbox mode where you can make your own map to share with the world or download maps from other players and try to play them. There are all kinds of goals, including having no goal whatsoever besides surviving and chilling. Both survival and factory building feel a bit simplistic, though. But considering what is already in the game, that is unlikely to stay this way. There are already trains for the automated gathering of resources and two forms of energy to power your creations, with ways to convert between each other, and even water cannons to deal with forest fires. And the game menu clearly indicates we are going to reach the moon and even Mars one day. So, there's a long road ahead. Survival is simplistic because meeting basic needs isn't that hard, while natural disasters are either easy to avoid or not particularly dangerous. So far, there's three main dangers: meteorites, heat bursts with thunderstorms, and floods. Meteorites are the most dangerous yet hardest to actually die from since they fall at predetermined locations far away from any place you are likely to choose to build anything, and they are very infrequent. Heat bursts are relatively short and unlikely to kill your crops, but thunder may set a forest ablaze, and that might be a problem. Usually only for your progress, though, since you'll always need wood, and burning trees is anything but wood. Just make sure to get rid of the trees at your base, or your wards will try to repair things while they are on fire from those. I can assure you, that won't be good for their health. Floods may happen during downpours, and that might be dangerous for your crops, but usually the only one to blame for them is yourself. Remember, the water has to go somewhere. There's toxic soil too, but I haven't met it yet. And factory building is a bit simplistic only because there aren't that many components to deal with yet, like in other automation games I played. But that's unlikely to stay this way for long. The developers are nice, quick to respond to anything (especially bugs) on Discord, passionate about their creation, and actively working on it.
Grand jeu de construction intelligemment conçu. Ressemble à "Timberborn" en ce qui concerne le système hydraulique: barrages, vannes, roues motrices, travaux de terrassement, extension des zones vertes propices à l'agriculture en fonction de la proximité de l'eau; mais diffère en ce qui concerne tout un volet industriel avec de nombreuses machines fabricant une grande variété de produits. Donc à partir de végétaux , de minéraux, de terre et d'énergie on va fabriquer tout ce dont on a besoin. 6 personnages,( on peut les renommer) la plupart du temps, travaillent sur les différents chantiers, et heureusement travaillent automatiquement (c'est fort déplaisant et fastidieux dans les jeux où il faut obligatoirement donner des ordres pour chaque opération). Cependant on peut quand même donner des ordres personnalisés en cas de besoin pour les travaux urgents. Ces personnages sont aidés de leur golem: créatures fantastiques faites de sable, ou de pierre ou de métal, fabriquées avec une machine sur la carte. ( on peut les régénérer). Bonne interface et bon déroulement du jeu, qui est vaste, on ne s'ennuie pas et on pourrait le trouver assez addictif. C'est bien parce qu'il est vaste et parfois compliqué qu'il faudrait un schéma (dessin) pour chaque ensemble de machinerie; on a une bonne explication sur l'obtention des produits en fonction des machines, mais c'est pas suffisant pour expliquer le fonctionnement des plus élaborées comme les trains. Le didacticiel est bon, mais il permet seulement de commencer les cartes. par la suite il manque drastiquement. On va donc passer du temps à expérimenter le bon fonctionnement des installations, ce qui peut procurer de l'engouement, sauf pour par exemple l'obtention des produits toxiques et leur traitement que je trouve assez complexes pour ne pas dire obscurs. Heureusement le jeu est très intuitif. Actuellement ce qui pose problème, c'est qu'on obtient seulement une partie des succès Steam et pas tous. Les développeurs, mis au courant par de nombreux joueurs n'ont pas encore solutionné ce problème. Jeu prometeur et addictif qui souffre pour l'instant du problème d'obtention des succès Steam, et d'une trop forte complexité des installations d'obtention des produits toxiques.( sur une carte on demande de produire 30 tonneaux contenant des produit toxiques: c'est un casse tête ! ) Une fois ces problèmes réglés ce jeu pourrait être, à mon avis, parmi les meilleurs jeux de l'année 2024.
Had potential but needed a lot of work and now seems abandoned.
The sole reason I will not play this game again nor recommend it is the lack of Fast forward or the ability to speed up time in game. NPC movement is painfully slow. So slow that at one point I had 27 harvest and construction jobs lined up and had to go watch Youtube for 15 minutes waiting for the game to catch up. With only a max of twelve NPC on the map tasks take forever to complete, especially when it appears that jobs are allocated to the NPC furthest away from the task. I regularly had NPC's standing right next to an active task but it would invariably be given to the one on the opposite side of the map. The Dev's refusal to incorporate a way to speed up in game time feels very much like ploy to bolster recorded in game hours rather than serve any real in game purpose. It feels like the Dev is aware that there is nothing to hold people in the game for extended periods. If players can get through each map faster in game hours drop so they limit the speed at which one can progress in an attempt to boost playing hours and make the game appear better and more enticing. Not only do I not recommend this game, I recommend people don't waste their money.
Interesting game where you can automate manufacturing processes. It is like a mix between Factorio and Rimworld. Still in early access but there are a lot of things that you can do and we can expect more to come. The only thing I am missing is co-op so I can play with a friend and cooperate on Revive and Prosper :)
The edges are so rough that are bleeding edge. This looks a demo or even proof-of-concept at best. The so-called tutorial just tells you to do x, without any explanation of why your doing it and what will that achieve.
This is a very early recommendation. Will be interesting to see where the developers takes this game. Game play is as advertised, including a progressive set of technology. I am intrigued by the games water mechanics, with dams, floodgates and simple terrain manipulation, You can make the terrain work for you. The only down sides I can see, both of which I consider very neutral points: The writing in the tutorial is not the greatest, but it gets the points across. Secondly as with other automation games, once you have mastered to the tech tree you may not find a need to continue playing. But there are already signs of attempts by the developer to add community content. I am hoping the game continues to interact with the games inhabitants and involves their personalities as the tutorial suggests. No real complaints about the user interface, everything is there as expected and nothing felt out of place. Lastly, at least in the UK, the current full price is on point for the quality and expected content.
I've been enjoying this - I tried the demo before and I've enjoyed slowly tinkering my way through the first few campaign maps. The game is - obviously - very like Timberborn. But I think I prefer Revive and Prosper so far. I feel much more "in control" of the land and water, and also more laid back. While the water is more predictable - no seasons so far - this is just fine. Playing with water is still fun and occasionally floody. The focus on automation is good. There really does usually seem to be a way to be doing better (aside from fast forwarding) and the gentle nudge if you click fastforward is neat if a bit.. weird. On Builder difficulty mode admittedly the fastforward would be nice for when you (finally) build a sleeping spot and all your sleep deprived characters suddenly sleep for the first time in like 20 in game days for what seems like 5 real world minutes, but this is really the only case I've run into. The campaign is really well executed. I mean stunningly good level design, using lots of neat "tricks" like partially build contraptions, optional curiosities, and gently gated areas to allow you to explore and learn. And on the map selection, delightful "side quests" to test specific gameplay mechanics. Sandbox and openworld get a lot of airtime these days, but a campaign like this really shows where those fall down: gently nudging you to exploit and combine systems to make interesting solutions and master the machines. So I'd recommend this if you're into automation factory building, exploring and solving open ended resource problems, and creative building. No reservations at this point - despite the early access label the game is very playable and has a good amount of content for the price. The usual EA suspects (AI pathing, performance, bugs) are pleasantly absent, and the core idea is very solid and clearly works.
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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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