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Thanks for playing and providing feedback!

1. This is something we want to do, but it's a big technical challenge so we haven't started on it yet.

2. This is a known bug and will be fixed in the next version.

3. We're working on making the trucks smarter, but don't really want to add any micro-managing on the player's side. Trucks will also be able to collect from waste dumps in the next version.

4. We used to have this for roads and pylons, but took it out for some reason. We have too many buildings to give each one a key though. Not sure what the solution should be.

5. I'll think some more about this. Might be worth doing if I can find an easy way to implement it. Might also make less sense once buildings take some time to construct and deconstruct.

Hey! I know you probably get asked this a lot, but any ETA on the new update? :) It's just that I'm excited to play more! :)

We're hoping for end of November, but we've got a lot to do around that time so no promises!

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The truck problem is not just on waste dump/fertilizer plant... Sometimes they just neglect some plants, especially on isolated place (like out of place ore mines)... but sometimes near plants can also be neglected. I have several times ore mines hit maximum capacity... and I always have lots of trucks and roads.

The priority options isn't mandatory, so it's not adding much micromanaging for the player. Actually one truck for one building is more than enough, but since we can't dedicate trucks to a particular building, one truck one building is suddenly not enough.

Hello Robbie !

Just a quick not to help you find a solution for 4). Have you played Age Of Empires 2 ? there is many buildings in this old gem, more than a keyboard could handle, so what they do is they split buildings by category so that you press 1 key to select a category then another to select building within selected category. I believe it would fit nicely in your game since you already have categories as well :)

I've certainly played a loooot of AoE 2 :P

Worth considering something like that. We're gonna overhaul the tool panel at some point, so we'll see what that looks like first.