First of all, we thank you from the bottom of our hearts Without you, our little project wouldnt be possible. You supported us in the pre-alpha stage, you support us now with the Early Access, and we hope to see you later with the full release in the coming years.
Thank you! And we really mean it.
Of course, the development is nowhere stops with the Early Acess release, and were already working on the next update.
In the meantime, weve been a bit overwhelmed with the amount of feedback that poured on us on every channel, from Discord to Steam Discussions. It was literally impossible for us to answer every question and suggestion, so we decided to compile the most frequent issues into one FAQ, which you can read below.
We also want to thank anyone who spent their time answering questions and helping people here and there. Special thanks go to scailman, refreshfr, Elvis Cooper, and UGH Dany.
General
If I bought the pre-alpha on Itch previously, should I buy it again on Steam?
No, you dont need to buy the game twice, its already yours. Follow this instruction to claim your Steam key.
The price is too steep for me. Will the game be on sale?
We have no plans to participate in sales. We believe that the current price properly reflects our intention for long-term support and development of the game. If you having trouble deciding if the game is worth your money, please look for some videos on YouTube, read reviews, or even ask other players for opinions directly on our Discord!
The game is not loading or theres another technical issue
Check the Troubleshooting page.
Where can I get help with gameplay?
The best place to get help is our official Discord server. In the meantime, you can check the community guides.
How can I help?
- Leave a review. We are getting many nice words about the game on mail, Discord, etc. We encourage you to leave reviews on Steam if you didnt yet, it helps a lot!
- Answer questions. Help other people on Discord, Steam Discussions, etc.
- Write guides on Steam. If you are pretty familiar with the game, your insight knowledge may be very helpful for newcomers.
- Proofread and improve translations. To do so, join our Discord, then go to our translation portal and suggest changes. You can even translate to a completely new language. If you need help, use #translation channel.
- Spread the word. Tell your friends that could be interested in the game. If youre a content creator and want to request a press key, please fill out the form on this page.
Development
How many people on the team?
The game is developed by just two guys. But we cant fail to mention the important role of our community volunteers helping us with content for the game, translations, moderations, writing guides, and more!
Can you say if some feature is planned?
Please take a look at our roadmap to get the idea of what major features are planned and in what order we plan to implement them.
Can I participate in the early beta of the next updates?
Sure! Well set up a beta branch on Steam soon, so everyone interested can receive future updates early and give us immediate feedback.
Where to report bugs or suggest ideas?
Before posting, please check the roadmap if the feature you want to suggest already planned and check on GitHub if its already posted.
Gameplay
I have hard times building bridges, connecting roads, etc.
We feel you! The current system - which is responsible for roads, rails, bridges, conveyors, etc - was originally introduced in the early days of the pre-alpha, and it was 3rd attempt on building tracks already from the moment development begins. While it was time-proven as a working solution for handling most of the tasks, it obviously has its limitations and can be cumbersome to use at times. To address that, we are working on a new system, that eventually will replace the current one. Not only it should make building a much more pleasant experience, but introduce many new interesting features, like so:
- Level crossings
- Customizable curvature of tracks
- Left-hand traffic
- Diagonal roads
- One-way roads
- Horizontally curved bridges and tunnels
- Planning mode
- Support for blueprints
- Performance optimizations
Why are there no level crossings?
See the answer above.
I think the signals are working wrong!
Signals are battle-tested for a couple of years already, so we are pretty confident there are no major bugs. The Voxel Tycoon using an implementation called block signals, which may the source of confusion for players who are more familiar with other implementations. Therere two common issues that unprepared player might face:
- A train cant find the way to its destination. Usually, this caused by a one-way signal facing the opposite direction. You should have a second signal on the opposite side of the rail if you want to allow a train to pass the track in both directions.
- A signal is red, even that it seems theres no other train blocking the way. Usually, this happens when two parallel rails built too close to each other. Even if they do not intersect visually, the system detects a possible collision and blocks a train from passing. This behavior will be improved with the track system upgrade described above.
Mass replacing of vehicles is a hassle
Well introduce mass replacing of vehicles in one of the next updates
Cities build impossible to connect roads
This will be worked on after the track system rework described earlier.
Is the current gameplay loop is final?
Not even close! We have plans for a lot of new gameplay mechanics that will greatly diversify the gameplay. Please check our roadmap.
My trucks get loaded with cargo that is not supposed for them!
By default, trucks (or railcars) get loaded with any available cargo they can handle. However, you can force them to load only specific cargo by doing one of these:
- When buying a vehicle, click the magic wand icon above the truck or railcar and choose a specific cargo
- Send the vehicle to a depot, open the depot window, and click on the small cog icon on the bottom right corner of the vehicle card to reconfigure the vehicle. Then youll be able to choose a specific cargo by clicking the magic wand icon as described above
- Storage will be not chosen by default, youll have to choose either Auto or exact cargo type explicitly (as it already working with storages)
- Youll be able to manually refit a vehicle by clicking on the cargo icon in the Details tab of the Vehicle window, without the need to send a vehicle to a depot
Will passengers able to switch stations in the future?
Absolutely! The current implementation is just a beginning.
Will passengers travel to factories?
Yes, we have plans for that.
Can I set a schedule that way that my bus traverse stations like 1-2-3-2-1, without the need to add all five stops?
Sure! Go to edit schedule mode, then click on the icon on the left of the route name.
Are there any more hidden features related to setting up a schedule?
Check these posts:
Where is a creative mode?
Theres no separate creative mode at the moment, but you can use some cheats if you just want to play with all available stuff right now, ignoring game rules. To activate cheats, press Ctrl+Alt+C while in-game (not the main menu). The game will ask you if you really want to do that. After the cheats activated therere some secret menus will be added here and there, for example:
- Right-click on the money indicator at the bottom left corner and set any amount of money you need
- Right-click on the research button at the bottom right corner to unlock all research
- Right-click on the research name on the left of the research tree window to unlock any specific research
- Right-click on the button at the bottom of the warehouse window to fill the storage with selected items
- Right-click on the vehicle unit card in the Details tab of the Vehicle window to fill the unit with selected items
When the multiplayer is coming?
No timeframe at this point, this is a pretty major task that is at its early stages currently. Wed say dont expect it arrives this year. If youre looking exclusively for a multiplayer experience, we advise you to hold your purchase until it will be implemented.
Thats it for now
If you have any more questions, feel free to join our Discord and ask them there! https://store.steampowered.com/app/732050/Voxel_Tycoon/
[ 2021-04-19 20:30:08 CET ] [ Original post ]
- Voxel Tycoon Linux [476.18 M]
Inspired by the most notable transport games in history, expanded with all-new features never before seen in the genre.
Trains and Rail Networks
Rent or buy rail equipment, choosing from dozens of available locomotives and railcars. Couple up consists in any combination, just the way you like, with no limits - provided the locomotives can pull it!
Plan detailed, sophisticated rail networks with vast modular terminals and flexible scheduling. Free-form bridging and tunneling, along with a full signaling system, allow you complete freedom to build and expand your business.
Not By Rail Alone
Use trucks and buses to move passengers and cargo short distances. Take commuters around busy city streets, making connections at train stations for long distance travel, or deliver goods by truck from a rail terminal directly to consumers for extra profit.
More to Come!
We are committed to adding more features and modes of transport during Early Access, such as ships and aircraft, and infrastructure to accommodate them. Other features will also be added for existing modes, including something never seen before in a tycoon game: fully functional railway shunting yards!
Mining and Processing
Automate surface and underground mining with open pits or mine shafts, then process the raw materials using crushers, furnaces, refineries and other machinery.
Renewable resources, like forestry and water, are also subjects of interest.
Manage Local Logistics
Complex production chains require complex logistics! Design unique factories of your very own by connecting machinery, buildings and storage facilities with conveyor belts and pipe networks.
Don't forget that your factories will need energy to operate, too! This can be supplied by building generating stations and power lines, or simply connecting to local utilities and purchasing electricity.
Research New Technologies
Fund and supply research of new technologies, unlocking new buildings, blueprints and vehicles, or upgrades for existing ones.
Infinite World
Explore an unlimited, procedurally-generated world filled with unique biomes and stunning vistas. Prospect for rare resources and opportunities, and find new cities to develop.
The world is endless, so you’ll never run out of space. And space isn't just on the surface - you can explore, dig through (or just blow up) every single voxel, all the way down to bedrock.
For the most successful tycoons, we include full-featured terraforming: turn the world into exactly what you want, all according to your perfect plan!
Supply Cities' Needs
Every city has its own needs, which you can fulfill to kick-start growth. The bigger a city gets, the more consumers and passengers move in, meaning more potential profit!
Growth of a city doesn't simply increase the quantity of goods required - higher stages of development will move away from the basics, requiring more complex and expensive products.
Passengers are Important, Too!
Don’t just focus all of your efforts on freight - people have destinations to get to as well! Manage passenger flow between cities, and don't forget to treat them with care - different passengers are all heading to different places, and have different comfort preferences.
Moddable from Day One
Voxel Tycoon is developed with rich extensibility in mind. A lot of aspects can be modded: from changing existing config files to adding new vehicles and buildings, to writing custom logic using our C# API.
Workshop Support
We support Steam Workshop as the easiest way to deliver plenty of community made mods to you.
- OS: Ubuntu 16.04
- Processor: Dual Core 2GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 512MB VRAM
- Storage: 500 MB available space
- OS: Ubuntu 18.04
- Processor: Quad Core 3GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: 2GB VRAM
- Storage: 500 MB available space
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