
A 2D multiplayer sandbox game revolving around industry, innovation, factions, combat and emergent gameplay. Design factories, customize tools and weapons, fight or trade with other players or get viciously murdered by an angry badger.
Modeled estimate, not a reported figure. How we estimate →
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About
Territory Control 2 combines 2D physics-based industrial sandbox with 4X mechanics, allowing you to experience wonders such as...
All sorts of explosives!
Unstable magitronic equipment!
Trench warfare and artillery!
Clumsy, careless giants!
Using grandma's traditional porridge recipe as a masonry binding agent!
Dragging your alcoholic friend out of a ditch with a winch!
Mounting a heavy machine gun atop a capybara!
Breaking a safe open by hurling it far away with a crane!
Placing a well-aligned shelf!
Mass-producing extremely flimsy (but cheap) rifles!
Fight for your faction using your extremely flimsy (but cheap) rifles!
Establish a police state and take control of other players' lives!
Operate heavy machinery and strip the entire map of all natural resources!
Commit crimes against humanity!
Replace your former friends!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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
Cannot recommend game in its current state. It's overly complicated and overengineered trash mixed together. Maybe in the future there will be some better game design but the UI, building and combat feel janky at this moment. I played king arthurs gold and TC1, but this feels like really bad. Also the multiplayer was dead when I got on. 3/10 awful..
will be huge when more than 10 people know how to play it
Difficult to understand. Full of niche workings and definitely a work-in-progress. Little offline gameplay. I would not recommend this game for someone who wants a low-effort experience. But the explosions are gorgeous. With a good faction, an insanely cool blueprints system, and a fun group of enemies, the game comes together in a chaotic mess of logistics, wild guns, new strategies. A little effort and entire fortresses spring out, battle plans are shared between real players, full-scale warfare manifesting over resources made scarce within days. It's a lot of fun. Also, it's easy to host a server. If you like team-based fighting games with weird logistics (ie. foxhole) or weird physics building systems, the game is plenty fun when a little effort is put in.
As of now this game is in very early access and I have gotten some hours of enjoyment out of it especially the niche crafting systems and modular weapons and vehicle systems. I also liked constructing little forts with my friends. I would not recommend playing on the official server until more balance changes are made to PVP (a primary focus of this game). Right now it's very easy for your hard work to be ruined by bugs, players exploiting glitches, or simply others logging on to destroy your base while you're away. I found a better experience playing in small or private servers where players are willing to communicate, conflict is less spontaneous or even entirely absent. I have mixed feelings about the active community which can feel somewhat two-faced. Hopefully this becomes less of an issue as the player base grows, provided overly toxic behavior is addressed appropriately. Despite the issues presented, I genuinely believe this game has a lot of potential, especially with its unique worldbuilding and active development. above: 40hrs review March 19 below: 100hrs review update April 10th New, frequent updates bringing content, bug fixes and overall server longevity have made the time I spent on the official server much more exciting, though balance issues are still present the relatively small player base mostly follows a communal code of conduct regarding PVP, exploits, offline raiding and bug abuse that makes the issues bearable for more casual players, though sometimes bad actors arise anyways. Still lacks a full tutorial, but from my experience most players are willing to teach and singleplayer is available for you to mess around in without the same pressure that comes from an active player environment. Definitely still worth consideration, especially since the development is active, but don't expect a straightforward experience unless you have experience with technically complex games.
Tried it out. Wonky as hell. No damn tutorial. Had to squint at everything. Didn't like it. Next day, patch comes out - tutorial, and GUI scaling. 10/10, yay. **Edit** Never mind - GUI settings update was trash - broke the game as it now tries to pull 5,000 fps and no way to constrain it. Also, the GUI scaling is a slider - try sliding it as it scales every window in real time, like some kind of old school carnival thing XD and no sep. slider for text.
На графике от intel некорректно отображаются текстуры, в целом это не тот самый ТК, от него остались только бинды и эмодзи с забавным звуком. Эх, жаль больше не получится поиграть на самом финальном билде ТК в каге :(( ТК это было ахуенно Ах да, если вы вна России, то не сможете играть на официальном сервере :) (Да да, пыня и ркн) А на серверах игроков максимум 2 калеки собираются.
To make up for how slow and tedious the early game can be for even the more experienced players, the mid to late game is an extremely satisfying payoff where you turn your base into an unstoppable climate disaster and finally blow up that hornet's nest that's been bugging you for the entire playthrough.
As a longtime fan of the prequel, I'd love to give this game a positive review. Yet in its present state, I simply couldn't do so in good faith for the following reasons. Firstly, the in game has a steep learning curve. Steeper in practice than it should be due to an unintuitive UI, lack of in-game tutorials and online informationals. The current in game tutorial is only a few drop downs. That's enough for simple games-but not this one. There is a wiki, but its an outdated 13 page stub of a wiki. The new-player-help channel in the discord community is a great idea, but is a far cry from the convenience a quick google search or in-game guidance could be providing mid-gaming session. Secondly, the single EU server is hardly ever active. This is noted by many other negative reviews here–and I'll reiterate the general sentiment of that: the game simply isn't all that fun to play alone (the name of the game is territory control after all!). So why aren't people playing then? There appear to be a few interactions between the game's pacing, player moderation and server management that are contributing to the problem. The game has a very gradual pacing. It takes time to mine, build, craft and fortify your base. Long enough-especially for new players that one can expect a team to collectively log off before they get to combat. After all, most people have lives to live outside of gaming. And, this wouldn't be an issue at face value given the long intervals between server wipes. Ideally, you could take a few days off and come back to your base ready to experience the core combat mechanics of the game having built up your infrastructures in prior sessions. Yet after many hours of play, I've yet to really get that experience and here's why: Other players will offline you after a single session of base building. This demands another 1-2 gaming sessions to recoup your losses, only to have the whole cycle of offlining repeat again while you touch grass (as healthy gamers do). Now many other games of this kind have to deal with offlining, but here's the thing: the game and its server moderators don't currently do anything to manage it. No kicks, no warnings, no alternative servers. It just happens and people disengage or leave the community outright because of it. There is a second major contributing factor to the low player retention rates, but I'll only mention it briefly–simply because reviewers with more hours cover the details of it in greater depth. The server wipes are very inconsistent, sometimes not happening for really long periods of time. This matters because it puts the only server into a perpetual state of atrophy as certain resources are severely depleted making it hard to do anything productive in-game. In summary, I think the game could really benefit from some combination of improved changes to the pacing or the addition of consistently active alternative game modes, scheduled server wipes, in game moderation to manage offlining, robust in game tutorials (and online informationals), a cleanup of the current UI/crafting menus and better (or at least better explained) damage/health systems.
абсолютно неиграбельное недоделанное говно, которое почему-то продают за деньги, причем за полную цену. если разраб не осилил даже обучение, то я не осилю положительный отзыв
KAG on steroids and in a more industrialized era. Very cool and recommended if you wanna just build ♥♥♥♥ and go nuts.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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