
In a future not too far away, humans are finally able to harvest food on alien planets. Embark on a new journey with your team of robots called Beebop 179. Build and manage a hydroponic farm, grow delicious plants and survive the mysterious challenges of outer space.
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*, French, Italian, German, Spanish - Spain, Simplified Chinese, Korean, Japanese, Polish, Portuguese - Brazil, Russian*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
I can't, in all seriousness, recommend this game in its current state. It's ALMOST ready. I really hope that the dev doesn't close the book on this project because there's tons of room for improvement and additions, but there are only a couple minor things that hold this back from being airtight. For real though, this could be a $15 game if completed and polished just a little bit more: 1) Esc doesn't pause the game, only brings up the menu. You also have to press Spacebar to pause. This is the only game I've ever played where this has happened. 2) Bots get stuck; in 1 instance I resolved it by deleting the Research table they were fixed to, but the other instance was after a dust storm, I apparently cleaned off a stuck bot, right as the storm ended, and it glitched in the "stuck" animation, and it was never able to be sent back - I have to restart because of it, it's an entire-ass robot that's just doing nothing. Point being, bots get stuck, please let us grab and place them somewhere's else, or if they're Sent Back, have them teleport into the next rocket that shows up. Those are the 2 major flaws I've encountered, the rest are things I noticed about the game, that don't quite make sense and hold the game back. This first one is a necessity, who's absence borders on it being a glaring flaw: 1) THERE IS NO BLUEPRINT SYSTEM. Part of progressing in a game like this is gaining better automation over time. I shouldn't have to build a Maintenance room from scratch more than 3 times in a run, it's not fun. You can't copy/paste things, but you can "move" them, one item at a time, when your bots get to it. Once you setup one of your workstations, you can then copy that formula into others of its type, sort of "daisy-chaining" your production, but then again, you cannot copy/paste entire rooms. I sincerely believe this is one of the factors that keeps this from being a $15 game. 2) There are 3 different Research tables, but all 3 different branches are selectable from each table, so if you're on the wrong table, you might wonder why you can't select research. In other words, you're selecting a structure meant for a specific branch of the research tree, but it opens the entire tree. Not a biggie, but when first starting out it's annoying. It also doesn't really make sense why it does that. 3) There doesn't seem to be a way to quickly see what you're able to plant. You have to go into the Research tree > Lab to see what's available without canceling your current production. 4) Every plant is selectable regardless of the climate. Why is this? To show more words and icons on the screen at any given time? If I can't plant something in that climate, don't make it selectable. If you solve problem 3, you wouldn't have problem 4 to need to tell people what's available to them. 5) You can auto-buy, but not auto-sell. Again, at a certain point, I shouldn't be selling stuff myself, but watching my money grow and continue to manage it; I will say that I haven't gotten to the Partnership part yet, so I don't know if it opens up any more, but auto-selling shouldn't be something you need to work towards. Heck, make it a specialty or something. 6) You can't tell your bots what to do. There are Priorities and Timesheets, so you can set a priority of 1-5 with regards to certain activities (the UX for this is very pre-alpha or beta looking), and you can tell them to Work, do Maintenance (not sure if this includes themselves or if it's just equipment), or "Any," which means that even if they're out of energy or need to be repaired, they'll still work. They do whatever they want, whenever they want. This all compounds into: 7) Because you can't tell them what to do, and they don't follow whatever Priority you set or time you have scheduled on their Timesheet, you're always behind 'somewhere.' If a disaster comes, you can't have them all come inside, and you can't install any sort of covering over your storage area - why not?? You run out of money because you can't tell your bots to pack up the ♥♥♥♥ ton of plants you have, but even if you could it wouldn't matter because they'd just get tired doing it, because they don't rest when they're off, or when they do Maintenance, and they'll always recharge or repair when they run low, so what does it matter anyway? You also can't complete Contracts because you keep selling your product, and the money you make from that goes into water, power, or staff and the infrastructure to support them. Which leads me to my final point: 8) Not an error, issue, or needed-improvement, but why is it that all of these futuristic, seemingly apocalyptic scenarios (or not), but ESPECIALLY one where it's robots, why do they all either have a "happiness" or satisfaction mechanic, or you have to meet certain needs to make sure they're "happy?" These are robots. They are machines. It's a toaster that plants lettuce. Why does it need a recycling bin? Why is humanity risking its future on machines that don't automatically recharge when not working, essentially not obeying any sort of programming? And this translates to other games of this type. Surviving Mars. Why are they sending children and alcoholics and gamblers up there? Aquatico. Why are you spending resources making luxury goods if humanity is on the brink of annihilation? Comfort is a thing and all, but if you're going to provide certain contexts like "the Earth is in dire straits, let's create robots that will eventually build fish tanks to help them continue farming for us," it breaks the immersion. Why does humanity need to be involved at all? Just have it be robots building and growing food. 9) Final-final point: building within the rooms is nice, and quite forgiving at times, but building corridors is definitely... well.. "~$10 game"-ish. It's not like Surviving Mars or Cities Skylines where you click and drag to where you want, it's brick-style "this shape fits here and that's it." So if your rooms are misaligned, sucks to be you.
I hate to say it because I really love the premise of this one but despite this game being out of Early Access, it still feels very much "unfinished". There are all kinds of sloppy bugs that make it feel like a beta version and make play difficult. For example I was playing through the challenge scenarios and even though I was nowhere close to finishing it, the game suddenly told me I won because I met the criteria from a totally different challenge scenario (copy/paste bug it seems?). Or for reasons unknown, sometimes my seeders will just vanish (with the seeds still there floating in space) and I'll just have to rebuild them over and over. Second biggest complaint is that the research stack feels so empty. There are only a couple of things you can research and then you just never need a lab again. Even the variations of planters seems pointless because there are basically only 2 that you need for all plants. Within 6 hours of playing this game I had already seen and done everything there is to do. Oh and you're capped at only 60 workers so you can't even enjoy a sprawling automated base! :-( Finally, I keep thinking that I'm missing some content in the game because I've seen things in screenshots/promo videos (ping pong table, computer stations for the robots to use in their off-time) that just don't seem to actually exist. Or there are mentions of functionality (in the achievements for instance) that don't seem possible. Like how are you supposed to make your workers mad when they only have sleep/repair meters and have no concept of happiness?? Long story short - this is still an Early Access game that apparently only left Early Access because the devs decided they don't want to work on it anymore. Such a shame because it feels like such a promising start for a game but their last dev update gave off very strong "this is it, we're done" vibes. :-( I got this game for like $8 so I'll play it until I find something else to do but I had this on my wishlist for so long and I'm so bummed with the end result
I was super excited when I saw this hydroponic themed game. I played the demo for a bit and was completely discouraged. Bought the game after reading that it was out of EA. Still the game feels unfinished and random at best. 1. No comprehensive inventory management system. Inventory, materials, produce not sorted at all. Replacing existing protocols is a nightmare and feels completely unnecessary. 2. Cannot bulk change things by planter/seeder/packager type. Similar issue to #1. 3. Arbitrary price fluctuations and game progression. No reason behind price fluctuations whatsoever. Why is packaged lettuce cheaper than unprocessed ones anyways? Events outcome are completely pointless and do not impact the game play at all. Why would the Guild stealing my tech influence my profit??? I cannot actively make purchase towards the Earth progress part so I have to wait for random events for meager progress. 4. Core game play missing. The game started to feel like a drain whenever protocols need to be changed. The advance in tech did not intuitively feel like much of an advancement other than creating spikes in inventory. Animation being quite coarse and not interactive made everything worse. All in all, I appreciated the game theme. Playing the game as a hydroponic grower myself feels educational and exciting. However, I have to say the game's potential is not developed well and I do NOT think the game is out of EA from the gameplay point of view.
I bought this game a while back to eventually come around to. I cannot buy products. It takes the money but you don't get products. I cannot recommend a game that literally is unplayable because the basic purchasing system does not work. I restarted the game to see if that would fix it. It didn't. This is not a completed game if this kind of bug can appear.
시스템이 별 거 없고 단순해서 오히려 즐기기 좋았던 공장 게임 다만 컨텐츠도 부족해서 어느 순간 갑자기 확 질리게 됨 로봇들이 넘 귀여웠음 뽈뽈뽈 돌아다니는 거 구경하는 재미가 있었음
No updates since 2023? I didn't realise this was an unfinished game when I bought it. It has potential, but it seems to have been abandoned. Don't waste money on this as it is.
Not un-fun to play but still feels early access and not worth full price. I got to the end-game with full research and reputation with my "partner company" in six hours but at the same time the "main objective" was only at 7% as it can only be advanced by random events. My only options were to spend/waste time making my factory more optimized or more literally waste time just waiting for more events to spawn. I won't refund since the 6 hours was pretty fun and I don't hate supporting devs but it really isn't worth it if I'm being honest.
Roboplant presents a charming concept, but it ultimately feels incomplete. You’re tasked with growing plants on a distant planet using a team of robots, but the gameplay quickly becomes repetitive. While you start by growing two plants and can research up to 18 more, each one goes through three stages—seeding, growing, and packaging—that require resources; managing those resources is frustrating and unclear, however, as the game fails to provide tools to track production bottlenecks. This makes it difficult to identify where problems are occurring, especially as your factory expands. To fulfill contracts, which are the main way to earn money, plants need to complete all three stages. It’s manageable with just a few types of plants, but as you try to diversify, it becomes overwhelming and unbalanced. The user interface adds to the confusion. The icons representing key concepts are unclear, and while some have tooltips, they only appear in certain situations, leaving players guessing at important mechanics. This is a pervasive problem that affects the entire game, making basic tasks unnecessarily confusing and adding to the frustration of managing the factory. Building your factory is fun at first, but progression feels shallow. The game promises "mysterious challenges," but these turn out to be little more than random contracts, offering no real depth or variety to the gameplay. While Roboplant has potential, it’s hard to recommend in its current state. It feels more like a prototype than a fully realized game.
На первый взгляд игра выглядит забавно и мило, но... очень пустая, недоделанная, примитивная. Есть цель выращивать разные растения чтоб получать очки, и для галочки вокруг этой задачи накрутили несколько механик и ограничений. Слабо. Мне кажется могли бы дотянуть игру до лучшего результата, но забросили, или не захотели.
Roboplant ist eine schöne, kleine Wirtschaftssimulation mit Wuselfaktor. Man produziert verschiedene Obst- und Gemüsesorten in jeweils drei Fertigungsschritten, wobei man die notwendigen Einsatzmaterialien (Samen, Dünger etc.) kauft und die fertigen Produkte verkauft. Die Fabrikanlage gestaltet man nach seinen eigenen Plänen, man muss die Produkte und Maschinen nach und nach durch Erforschen freischalten. Man kann die Startbedingungen am Anfang einstellen, so dass auch ein stressfreies Spielen möglich ist. Das Spiel ist optisch sehr ansprechend, die Entwickler erweitern das Spiel stetig. Logistikeinstellungen oder Instrumente zur sinnvollen Produktionsoptimierung, um mal einige Beispiel zu nennen, gibt es derzeit nicht, so dass man manchmal schnell an die Grenzen der Beeinflussbarkeit stößt. Wer eine kleine, schöne, einfache Simulation mit niedlichen kleinen Robotern sucht, ist hier richtig. Nach 15 Stunden Spielzeit hat man m.E. alles gesehen. Aber mehr muss es auch gar nicht sein. Diese 15 Stunden haben wirklich Spaß gemacht und ich kann das Spiel jedem empfehlen, der nicht gerade eine super-komplexe Fabrik-Simulation sucht. sondern ein Spiel schnell verstehen und dann entspannt spielen möchte und sich an dem niedlichen Fabrikleben erfreuen will. Ich spiele es vielleicht später noch einmal.
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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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