
Vectorio is a base-building game that combines tower-defense, automation, and supply-chain management to create a unique experience like no other.
Originally concepted over two years ago, Vectorio Classic was slowly built up alongside its dedicated community to try and introduce a new take on the tower-defense genre, mixing together the best aspects from similar games and streamlining them into a minimalistic design for all to enjoy. With the game now rebuilt from scratch to introduce tons of new mechanics and content, there's a lot more to uncover in this new version of Vectorio!
Game Features:
- Adventure Mode
The main mode - expand and conquer across the first dimension! - Creative Mode
Create the base of your dreams and try out different buildings with no build costs! - 50+ Research Techs
Collect resources and feed your labs to research over 50 different research techs! - Powerful Defenses
Deploy strong defenses to fight back against the growing onslaught of enemy shapes. - Logistical Puzzles
Solve logistical problems by setting up resource supply chains with a variety of drones. - Non-Linear Progression
There is no one set path - you choose how to play and what to unlock!
Hello everyone,
Thank you to everyone who has been testing the v0.3 beta on the experimental branch; your feedback has been invaluable as I press forward with development.
This post is just to educate everyone on what\'s coming in v0.3.0-beta.9, which should be hitting the testing branch [strike]early[/strike] later next week. I would also like to share specifics on what I\'ve learned from your feedback, mainly from the feedback survey. (if you have not taken this survey, check it out below!)
https://forms.gle/UdK2QxrtkC2K7yXR9
What\'s coming in v0.3.0-beta.9
The next beta build is focused entirely on gameplay & progression. Here\'s what you can expect...
Completely refactored engineering UI, to make it a bit more clear how it works
[/*]New building XP system, designed to offer some shallow build identity
[/*]Huge changes to the current questlines, mainly pertaining to the quest objectives
[/*]New enemies & extended heat aggression for both ALTAR & Abyss regions
[/*]Some new things to find out in cyberspace as you explore
[/*]
Building XP
All buildings in the game will be able to earn XP by completing certain actions. Some examples are...
+1xp for Turret\'s when they hit an enemy
[/*]+1xp for Collector\'s everytime they collect a resource
[/*]+1xp for Foundry\'s whenever they successfully craft a resuorce
[/*]+2xp for Turret\'s if they manage to destroy a unit
[/*]+1xp for Lab\'s each time they convert a resource to science
[/*]etc.
[/*]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43512720/8748af9713243350460126d1e41f402e44d290ae.png\"][/img]
Levels panel, coming in v0.3.0-beta.9
At certain XP thresholds, buildings will unlock a level tier, which can contain anywhere from 1 to 5 possible upgrades to choose from. These can be swapped at anytime, but only 1 can be active.
The goal of this system is to not only provide some basic build identity, but also ensure that all buildings remain useful in later sections of the game that are significantly more difficult. It can also be used as a balancing tool to improve weaker buildings by offering more upgrades, though this is a last resort.
Refactored Engineering UI
The current UI for engineering was always meant to be placeholder; not only is not intuitive, it does not do the engineering system justice. In v0.3.0-beta.9, it will be getting a huge makeover.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43512720/9fc9013fba4c149db7e8bc770c9df8e273dc0638.png\"][/img]
WIP Engineering panel, coming in v0.3.0-beta.9
The goal is to provide a full overview of ALL the engineering mods in the game. This will act as a sort of \"collection\" screen, where you can track your progress and see what mods you still have yet to unlock. Hovering over locked mods will hint at where you can find them, or, if they\'re already unlocked provide a much more detailed explanation of what the mod does.
The top bar will act as your active mod set; remember that engineering mods are unique, so only one can be applied to a specific buildings at one time. Different buildings have varying engineering slots, so this is where the real meat of player-driven build expression will be.
You\'ll be able to easily track which mods are equipped to which buildings within the collection grid.
What have I learned from the first few days?
First off, thank you. The volume and quality of feedback has been incredibly helpful, and its already shaping where development goes next. Based on this initial data, heres what stands out so far:
[olist]Average playtime is ~2 hours, right in line with expectations.
[/*]This lines up with a major drop-off in engagement shortly after entering the Abyss.
[/*]The main reason players have reported they stopped playing was due to progression issues or bugs, but I\'ve also noticed a dropoff in engagement with the quests, suggesting that the quest objectives & progression of quests needs work.
[/*]Performance is strong: ~90% of players report good or great performance. Huge win here.
[/*]Chunk expansion and the research tree are landing well, but the engineering system is not, which is why immediate changes are coming in the next patch to improve this system.
[/*]A tutorial is badly needed and is a top priority moving forward.
[/*]Game balance is inconsistent, confirming itll need ongoing iteration.
[/*]The most requested features are Multiplayer and Mods; to me this means that the community really wants a way to share gameplay experiences together
[/*][/olist]Based on this data, my focus going forward is:
Smoothing progression and fixing blockers around the Abyss
[/*]Improving quest engagement past the early game
[/*]Reworking engineering to be more satisfying and intuitive
[/*]Adding a proper tutorial to onboard players effectively
[/*]Continuing balance passes while keeping performance strong
[/*]Being able to adjust priorities & iterate on certain gameplay systems would not be possible without all of you testing & sharing your thoughts, so thank you.
I know a LOT of you are happy with the improvements in v0.3, but I also know that what\'s currently in this beta is quite a shallow offering, especially on the gameplay side. Thats intentional for now. My focus is on making sure these new systems have a solid foundation before expanding on themtheres a lot more coming once that base is locked in. Over the next updates, you can expect deeper progression & more interesting things to work towards as these systems mature.
I hope youre all having a safe and happy holiday season. While my time will be a bit split with family over the next week or so, development wont be stopping, and Ill continue pushing things forward.
Cheers,
~ Ben
Minimum Setup
- OS: Ubuntu 12.04 or later
- Processor: Intel Core 2 Duo E6320Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: GeForce 7600 GS or equivalent
- Storage: 512 MB available spaceAdditional Notes: Requirements may differ slightly in future updates
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