
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.
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**languages with full audio support
Engagement
Hours played at review time, across 49 reviews with recorded playtime.
Reviews
Themes across 49 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
Short, sweet, and fun puzzler game.
It's a great little mini-city builder. I'd describe it more puzzle like as your big problem is geography (mountains, wreckage, rivers, vision), but it got a lot of the great city builder / RTS things all squished into a contained 30 minute run. Well worth your time.
I've beaten the game now 100% and its very fun but still a bit easy
Stressful (but fun) city builder where each game takes exactly 30 minutes.
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.
Very neat resource management strategy game. Well worth the price!
Great example of a clean, straight forward game. Just wish the animated resource gathering icons could be made smaller. You will figure out the game in about an hour or two, then maybe sporadically play it here and there. So you might want a discount depending on your budget.
zen-like city builder with great replayability, highly recommended -- also check out Shapez
Not a bad way to kill 30 minutes of time while waiting on other things. Quite enjoyable.
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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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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