
Plan a city and build a space fleet to escape a dying Earth before time runs out. You have 30 minutes to scavenge a post-apocalyptic environment to build infrastructure, grow crops, generate power, and assemble rockets to save as many people as you can.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
zen-like city builder with great replayability, highly recommended -- also check out Shapez
It is very hard to make a good builder-game, especially when competing with giants like RimWorld and Factorio. However, a couple of things are very important in any outstandingly good builder-game: - Good QOL (Good hotkeys, copying structures, maybe blueprints, etc.) - A system that allows creative problemsolving - A progression that noticeably separates early- and endgame - Some mechanic/quirk unique to the game - A goal worth pursuing - The least amount of bloat/unnecessary "work" for the player - Consequences for choices If you don't satisfy these criterias, the game will feel generic and boring. A good example of a simmilar builder-game done right is dotAGE. Has a simmilar concept: The apocalypse is coming and you need to avoid it. But this one checks most of the points I made. Unfortunatley, T-Minus 30 only somewhat checks a single one of these boxes: Some unique quirk. The unique quirk being, that you have to end your playthrough after 30 minutes. Amazing, very creative. **T-Minus 30 fails every other point on the checklist:** - The QOL has a lot of issues. You can't even click and drag to build multiple buildings at once, the most basic QOL-feature in most builder-games. Forgive me if I just didn't find the hotkey. Also, you can't mix a tight timeframe with bad QOL. That's just mean. - Creative problemsolving is not needed. You build more to get more ressources. And yes, that's an optimization-problem due to the timeframe, but not a creative one. - The game has no real endgame. You can build "better" buildings to get more ressources. Great. - The goal is to get as many people to "safety" as you can. Well, these people are just numbers to the player. You (well, I) don't connect to that goal. It doesn't feel like a challenge, more like something you do. - Why. Why would you make the basic farm so it needs to be rebuilt from time to time.? Why do so many games do this? Noone enjoys rebuilding things for no reason at all. Unnecessary bloat to keep the player busy. - There are no consequences for any decision except the big number on the top being a little smaller than it could have been. With consequences, I mean actual, gameplay-affecting consequences. Didn't build enough appartments? Maybe make the people go haywire. Just one idea: You could add the need for some military-force so the people won't try to get on full rockets, or even destroy them. In conclusion, this game isn't worth it. The only goal is to make numbers go higher, otherwise, it has the gameplay equivalent of cookie clicker. So get cookie clicker and reset the game after 30 seconds. Boom, saved you 10€.
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Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Quite fun for a few hours! Nice to learn the intricacies of how to optimise your city layout for the best score. Give the solo dev some money. Though, do be warned once you figure this game out it will get boring. So save it for a rainy day as I did. I love the premise of saving people this "score game" uses. If this was just a "build monuments for score" game it'd be rubbish but the little touches of immersive narrative makes it quite enjoyable. Criticism for the dev: There really aren't any things that oppose you as you play. Resources run out but generally you just build a new road and slap some harvesters down. Once you're past early game, there's not much thinking you need to do. It gets very very dull. Even on some of the more interesting maps ( that I must be honest, are not that much more interesting than the others ) there really isn't a time where I've gone "AH! I'm not going to hit the goal, I need to make some serious sacrifices here to get that 500,000 people!" The game needs ( and I think this is quite thematically appropriate ) some hard consequences for what you choose to build where. Mines polute water and ground, pollution reduces energy generation in the local area, fouls water so it reduces water generation from pumps, houses break if they come into contact with fire, fires can start if you have too much energy in a network or don't have water to cool big coal power plants, blah blah blah I'm sure there are plenty of ways to demand more thought out of infrastructure, and to generate threat that opposes your escapist efforts. If there was just a threat, and something to oppose you, this game would be great.
A great way to unwind after a day of work. Just hectic enough to be engaging but never overwhelms. The 30 minute mechanic is its best feature - you know exactly how long you'll be playing for. The game will get repetitive fast if you treat it like your normal puzzler and don't stick to 30-minute playtimes, but if you're playing this for a true citybuilding experience or as a puzzle game you're playing it wrong.
Short, sweet, and fun puzzler game.
Fun!
I've beaten the game now 100% and its very fun but still a bit easy
Great Game, kinda repetitive. Worth the money.
Great concept, fun game, low replay value.
Great fun city builder in a small package. If you like optimizing, resource management and building placement without spending lots of hours this game is for you.
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