Kutha Stroom Rush is an electric-grid simulator game. Build, maintain, and plan the city's electric grid. As time progresses, the city will grow out and more Consumers will 'settle in'; so your electric grid will need to grow as well. Watch the Consumers' fluctuating (and growing) electric needs, and keep all of them fulfilled!
Use various Producers (power plants/generators) at your disposal
Each power plants have their own characteristics and restrictions. Utilize and integrate multiple types of power plants into the electric grid.Watch and observe your Consumers' electric usage
Depending on the time of the day, your Consumer's electric usage will go up and down. Observe your Consumer's past electric usage, and anticipate ahead. Oh, and do watch out for the weather, too...10+ cities/regions are available now!
Based on real places, each cities/regions have different terrain/geographic conditions, different starting money, different electric tariffs, and different Consumers compositions. Your plan/strategy to develop the electric grid might be different from one city to another!
Hello, hello!
This..., took a bit longer than I expected. But, finally, here we are, as Update 1.2.0 is now available!
Electric Storage
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45555495/1ffe70e3c5b970f2be8f6112c3699a45b1decb2b.png\"][/img]
This is the major feature addition in Update 1,2.0. These nodes can store any spare electric that are produced by your Power Plants. Then, during times when the Consumers needs more electricity than what your Power Plants can supply, these Electric Storage can discharge their stored electric.
You can also limit the rate of charging/discharging of your electric storage.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45555495/e286f738c043ec78ae3cd7a58c8e9a37b9bd1706.png\"][/img]
The game previously doesn\'t have any mention of electric units. Now, because of Electric Storage, the game now adopts W (Watts) as the unit of electricity. Obviously, in-game Watts are not the same as the real-world watts (imagine a Residential unit thriving on only 10 watts of electricity...). This introduction of electric units, though, is important because explaining Electric Storage capacity becomes easier.
Electric Storage\'s capacity is defined by Wh (watt-hours), which translates to how much W it can discharge continuously in an hour. So, for example, take the Large Li-Battery, which has a capacity of 2640 Wh.
If the Large Li-Battery outputs at max output rate (330 W), then the Battery (from full capacity) can continuously discharge 330 W for 8 hours (2640 Wh / 330 W = 8 hours).
[/*]In a theoretical scenario, if the Large Li-Battery can output 2640 W, then the Battery\'s runtime is only 1 hour. But, of course, your High Voltage power lines will literally explode since they won\'t be able to handle that kind of load...
[/*]Conversely, if you limit the output to only 165 W, then the Large Li-Battery (from full capacity) can discharge continuously for 16 hours (2640 Wh / 165 W = 16 hours).
[/*]
Hello, Chiang Mai!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45555495/726a02944dd61a97b2c8c62be8b3960b79034a9d.png\"][/img]
A new map is now available! It is based on the Chiang Mai, a city in the northern region of Thailand.
...and more!
The game\'s interface, specifically the Build Menu, gets a re-design and a re-layout. Most notably on the Buildable Nodes menu, it is now broken down into it\'s own categories/sub-menu.
[/*]Coinciding with the introduction of Electric Storage, Node prices get an adjustment as well. Solar, Wind Turbine, and Substation prices are decreased, while Diesel and Nuclear prices are increased.
[/*]Hotkeys are adjusted to follow the new Build Menu changes.
[/*]Also related to Hotkeys, you can now reset individual Hotkeys to it\'s default binding, or delete it\'s binding entirely.
[/*]Other optimization & fixes for a more stable & performant experience. Actually..., quite a bit of optimization...
[/*]
Like always, if you have any questions or issues regarding Kutha Stroom Rush, do shoot an email to contact@radiantdeer.com .
\nThank you for playing Kutha Stroom Rush!
Hello again!
Kutha Stroom Rush has been updated to version 1.1.2. No major changes/feature additions for this update; most of the changes are mainly minor and small bug-fixes.
- More Hotkeys!
[list] - Open / Close Overview Menu.
- Navigating the Overview Menu, and selecting through buildable Nodes from the Build Menu.

On every interface button that has a hotkey binding for it, there will be a small text/icon on the edge of the button, showing what the hotkey binding is. This can be shown/hidden from the Options (it is shown by default)
As always, if you have any issues, please reach out by email to contact@radiantdeer.com .
Thank you for playing!
Hello again!
Kutha Stroom Rush has been updated to version 1.1.1! This was supposed to be a smaller update carrying several small fixes & adjustments..., until it wasn't anymore...
- Hotkeys!
Several actions are now available as hotkeys! Specifically : Pause/Resume, Fast Forward, Reset Camera, opening the Build Menu and it's sub-menu directly. These hotkeys are also change-able through the Options. - Options are re-designed. Previously only a single menu/page, it is now broken down into sub-menus. This also includes the newly-added Hotkeys options mentioned just now.

- Change the Dissatisfaction indicator/meter. Previously semi-transparent, it is now opaque, which should make it more clear to see.

- In the Map Select screen, each Map now shows if there is a save available, and when was the last time you played that Map.

- Maintenance Cost now rises faster.
- Node's refund price decreases as the node ages. Refund price is now shown on the node's information screen as well.
- Dissatisfaction meter's rate of increase/cooldown changes as the game progresses. Further into the game, the rate of increase will be faster, and the rate of cooldown will be slower.
- Other, smaller bugfixes for a more stable game.
Thank you!
Hello!
Kutha Stroom Rush has been updated to version 1.1.0! This is a relatively minor update, mostly carrying small fixes & adjustments to the game.
There are three notable changes :
- In the Node / Power Line Info menu, circle 'flags' are now shown to indicate the voltage type of the selected node / power line, and to indicate any active effects.

- Lower Solar Producer prices.
- Solar Producer is now a Low Voltage Node (can only be connected using a low-voltage power line). When loading an existing savefile saved using the previous version of this game, any Solar Producer will be automatically demolished and refunded to the money.
As always, if you encounter any bugs/issues, don't hesitate to send an email to contact@radiantdeer.com .
Thank you for playing this game!
Minimum Setup
- OS: tested on Debian 12 (64-bit)
- Processor: 2GHz+. quad-core. 64-bit processorMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: integrated graphics with OpenGL ES 3.0 support. 512MB VRAM
- Storage: 1 GB available space
[ 6377 ]
[ 5885 ]
[ 750 ]
[ 1993 ]
[ 447 ]














