No one has rated this review as helpful yet
Recommended
0.0 hrs last two weeks / 89.6 hrs on record (15.0 hrs at review time)
Posted: 29 May, 2019 @ 8:51pm
Updated: 6 Oct, 2022 @ 7:12am

It needs a little more work but the premise is solid. (EDIT: The game has been abandoned by its devs, fortunately it is in a feature-complete state and I still recommend it.)

This is an excellent entry into the automation-game genre, with a lot of Floor Space Tetris like in Big Pharma, and logistic management that shares some elements with Factorio, in the unique twist of a car production line. Like a real production line a new car will be starting as one rolls off the lot, but how you lay out the factory is critical because different steps take different amounts of time, so you have to balance it all. Which is hard, because most upgrades alter the amount of time a step takes, or split a long multi-step segment into multiple (and thus parallelizable) segments. You'll need to constantly rearrange and restructure the factory layout; it's very much NOT a fire-and-forget affair.

Although you kind of get thrown in the deep end right away since you HAVE to build an entire production line completely from scratch, there is a decent enough in-game tutorial that gets you started, and the other mechanics are either simple enough to pick up, get their own popup when they are first encountered, or feature an entry in the in-game help guide. Plus you start with no upgrades and thus the simplest possible setup: one car, no split-out stages, no extra mechanics to grapple until you're ready.

All the game really lacks now is depth. Not in terms of complexity - it's got just the right amount of that - but in terms of game content. There are only five maps included, only some of which have an associated Scenario, which doesn't even track if you complete the objectives on the menu screen or anything. If they added any sort of campaign mode, or more scenarios (like how Big Pharma keeps presenting different objectives and starting conditions) or challenges (restrictions or extra requirements), then the game would be perfect. As it stands it just doesn't have the depth that, say, Factorio does to be carried wholly and entirely by its sandbox mode, because you'll eventually reach a stable state where you don't -really- have anything to do, and a new game wouldn't offer a new challenge.
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