
Build, link and upgrade factories to produce and sell products.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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《Supply Chain Idle》游戏的核心目标极为明确:搭建高效的供应链网络,实现盈利最大化,最终打造属于自己的商业帝国。游戏将复杂的供应链管理拆解为三个简单易懂的步骤,即便没有任何相关知识,也能快速上手。 游戏开局极简,玩家只需点击鼠标,即可放置生产单元,这些单元会生产基础商品,构成供应链的起点。随后,在生产单元附近放置分销中心(相当于商店),负责将商品推向市场、获取收益,这便是供应链的终点。而整个游戏的策略核心,就在于“优化”二字——监控生产与分销的流量平衡,调整两者的布局与比例,避免出现生产过剩导致的库存积压,或是分销不足造成的商品滞销,这正是现实中供应链管理的核心痛点,游戏用轻量化的方式进行了还原。 随着游戏推进,玩法深度会逐步提升。前期只需专注于基础商品的生产与分销,优先将生产单元与分销中心集中布局,缩短运输时间、提升效率;中期则需要多元化拓展生产线,解锁更多类型的商品,通过多供应链并行,降低单一商品的经营风险,同时利用放置玩法带来的离线收益,解锁更高级的生产与分销单元;后期则近乎成为一款轻度解谜游戏,部分复杂商品需要多种基础商品作为原料,玩家需要重新规划布局,合理分配空间,适配复杂的生产链路,甚至会遇到空间不足的问题,需要通过升级解锁更多布局空间,或是调整现有结构优化效率。 游戏存在一些明显的短板,最突出的问题是画面与音效的简陋,长时间游玩容易产生枯燥感。其次,玩法深度有限,后期易陷入同质化:复杂商品的生产链路虽然增加了布局难度,但本质上仍是比例调整与空间规划,缺乏更深度的策略维度。
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Das Interface ist echt nicht so hübsch und für Achivement Hunter scheint es auch extrem Grindy zu sein.
Ok game but too grindy especially when you get to second town...
É um jogo idle! Compensa abrir, fazer algumas alterações e deixar em segundo plano para dar lucro.
нет
well,it is hard to get apple pie,but when you get it,its easy.
Very very slow,not for me and also my head is pounding after watching the cars move around so much
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... not my thing.
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.