Development update
With the previous major update, we've introduced mass vehicle replacement. That feature finally prepared the grounds for something we wanted to add for some time already: the aging of vehicles. Vehicles will wear over time depending on their usage. As they become more old, they will start require more often maintenances, resulting in increasing costs and idling times. Besides that, vehicle obsolescence will be introduced. When you progress through the game and unlock newer vehicles, using older ones will become more disadvantageous than it is now. We'll talk about how it will work closer to the release of that feature. Of course, both wear and obsolescence could be turned off in gameplay settings for more relaxed gameplay.
Another thing that requires some attention is how demands work. Demands are part of the core mechanic of the game, and it's pretty important to have them entertaining: not shallow, but not too complex at the same time. Demands already have several mechanics: their economy is based on the demand/supply balance, they grow if you supply them well, or degrade if you don't. Also, they go bankrupt if you don't supply them at all for some time. The last bit became a source of frustration for players. Initially, the idea was that saving a business from bankruptcy will serve as a motivation to extend your transport network. However, players quickly get overwhelmed with a lot of businesses here and there, all demanding to be saved. A bankruptcy of a business currently has no direct effect on your company and it's actually often expected: for example, you have no access to required resource yet and plan to gain it later. Still, it gives players feeling of failing to keep up with the game. To improve this situation, we are working on something we call Contracts. With contracts, you are not obligated to deliver everything everywhere by default. Instead, you explicitly decide if you want to supply a specific business. By signing a contract with a business you're committing to satisfying its needs long-term. This way, you may no longer care about other businesses until you are actually ready to supply them. Another related change is that now you're in control of when to upgrade your contract to the next level of demand, so you can do it only when you're sure you want to increase goods flow. On another side, violating a contract ie. not supplying a business for a long time will result in a penalty. We'll talk about it in one of the next posts. Also, with this rework (or shortly after) we want to introduce a window where you'll be able to see all your demands and corresponding information at a glance.
While many of you love the game in its current state thank you ! we hear those voices who expected to get more in a shorter periods of time. We keep working to make the rate of updates more frequent and consistent. Our team consists of just 2 guys, and right now we are in the process of hiring more people. This has a delayed effect since new members need some time to get comfortable with the development flow. We'll make everything possible to speed up this process. Another major issue is the lack of new information from us between updates, resulting in the feeling that the game has gone dead. First, we want to assure you, that Voxel Tycoon by no means is going to become abandoned. This game is the project of our lives. We have a big roadmap that reflects what we want to see in the finished game. As mentioned in the intro to this post, we'll do regular posts on the current state of things from now on, to make the development clear and transparent for you, our beloved players. Oh, and one more thing that bothers many of you: when the level crossings will appear in the game. We are working on it! As we mentioned in previous posts, level crossings depends on the rails and roads rework which is currently in active development in parallel with the features described above.
That being said, this is our first game, and it's pretty complex in both technical and management ways. We are constantly learning the better approaches on how to handle all the things. There's a lot to do, and we are committed to making it real. Thanks for taking this journey together with us! Please Join our Discord and share your thoughts.
[ 2022-03-31 21:19:09 CET ] [ Original post ]
Starting from now, we'll go back to writing regular posts on what's going on with the Voxel Tycoon development. We hope this will make the development process more transparent for you. Thank you! At the moment, we are working on several things that will find their way to Voxel Tycoon over the next several updates.
Vehicle wear and obsolescence
With the previous major update, we've introduced mass vehicle replacement. That feature finally prepared the grounds for something we wanted to add for some time already: the aging of vehicles. Vehicles will wear over time depending on their usage. As they become more old, they will start require more often maintenances, resulting in increasing costs and idling times. Besides that, vehicle obsolescence will be introduced. When you progress through the game and unlock newer vehicles, using older ones will become more disadvantageous than it is now. We'll talk about how it will work closer to the release of that feature. Of course, both wear and obsolescence could be turned off in gameplay settings for more relaxed gameplay.
Demands rework
Another thing that requires some attention is how demands work. Demands are part of the core mechanic of the game, and it's pretty important to have them entertaining: not shallow, but not too complex at the same time. Demands already have several mechanics: their economy is based on the demand/supply balance, they grow if you supply them well, or degrade if you don't. Also, they go bankrupt if you don't supply them at all for some time. The last bit became a source of frustration for players. Initially, the idea was that saving a business from bankruptcy will serve as a motivation to extend your transport network. However, players quickly get overwhelmed with a lot of businesses here and there, all demanding to be saved. A bankruptcy of a business currently has no direct effect on your company and it's actually often expected: for example, you have no access to required resource yet and plan to gain it later. Still, it gives players feeling of failing to keep up with the game. To improve this situation, we are working on something we call Contracts. With contracts, you are not obligated to deliver everything everywhere by default. Instead, you explicitly decide if you want to supply a specific business. By signing a contract with a business you're committing to satisfying its needs long-term. This way, you may no longer care about other businesses until you are actually ready to supply them. Another related change is that now you're in control of when to upgrade your contract to the next level of demand, so you can do it only when you're sure you want to increase goods flow. On another side, violating a contract ie. not supplying a business for a long time will result in a penalty. We'll talk about it in one of the next posts. Also, with this rework (or shortly after) we want to introduce a window where you'll be able to see all your demands and corresponding information at a glance.
Addressing community issues
While many of you love the game in its current state thank you ! we hear those voices who expected to get more in a shorter periods of time. We keep working to make the rate of updates more frequent and consistent. Our team consists of just 2 guys, and right now we are in the process of hiring more people. This has a delayed effect since new members need some time to get comfortable with the development flow. We'll make everything possible to speed up this process. Another major issue is the lack of new information from us between updates, resulting in the feeling that the game has gone dead. First, we want to assure you, that Voxel Tycoon by no means is going to become abandoned. This game is the project of our lives. We have a big roadmap that reflects what we want to see in the finished game. As mentioned in the intro to this post, we'll do regular posts on the current state of things from now on, to make the development clear and transparent for you, our beloved players. Oh, and one more thing that bothers many of you: when the level crossings will appear in the game. We are working on it! As we mentioned in previous posts, level crossings depends on the rails and roads rework which is currently in active development in parallel with the features described above.
That being said, this is our first game, and it's pretty complex in both technical and management ways. We are constantly learning the better approaches on how to handle all the things. There's a lot to do, and we are committed to making it real. Thanks for taking this journey together with us! Please Join our Discord and share your thoughts.
Voxel Tycoon
Voxel Tycoon
Voxel Tycoon
2021-04-15
Strategy Simulation EA
Game News Posts 93
🎹🖱️Keyboard + Mouse
Very Positive
(1377 reviews)
http://voxeltycoon.xyz
https://store.steampowered.com/app/732050 
Voxel Tycoon Linux [476.18 M]
Voxel Tycoon - a tycoon strategy game about transportation, factories, and mining in beautiful voxel landscapes.
Inspired by the most notable transport games in history, expanded with all-new features never before seen in the genre.
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.
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.
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!
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.
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.
Fund and supply research of new technologies, unlocking new buildings, blueprints and vehicles, or upgrades for existing ones.
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!
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.
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.
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.
We support Steam Workshop as the easiest way to deliver plenty of community made mods to you.
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.
MINIMAL SETUP
- 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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