
As the director of your own space shipping company, design and optimize a galactic trade network to efficiently move goods to where they're needed. Start from nothing and expand your profits and technology until your influence reaches across the galaxy.
Ми надішлемо сповіщення у дзвіночок, щойно знижка на гру досягне обраного порогу
Зведені дані з відкритих реєстрів Steam, Valve Steam Deck, ProtonDB, PCGamingWiki та IGDB.
| Мова | Інтерфейс | Озвучка | Субтитри |
|---|---|---|---|
| Англійська (English) |
Офіційні мінімальні та рекомендовані конфігурації обладнання.
Пряме вивантаження найкорисніших оглядів із відкритого реєстру Steam із підтвердженим награним часом.
PROS Novel gameplay based on logistics Sensible price Some in-game humour CONS It gets old very quickly. The things you are doing in the first 5 minutes, are the exact same things that you do for the rest of the game. Technology tree is bland. I'm not sure what else they could do to make it more interesting, but I didn't get any sense of excitement when unlocking new technologies. There was no sense of 'Wow, now I can do this'. Everything was just the same, only maybe your ships could move faster, or you get to upgrade to larger planets. Deleting unwanted trade routes is fiddly. There doesn't seem to be an option to delete it in one go. You have to delete each planet from the route manually. And you also have to delete any ships on the route manually. Annoyingly, they stay active, and gather up resources, which you lose when you eventually delete them. The ships are also very h
It's really more a proof-of-concept than a game, but it's fun to play with and the price is right. In this strange vision of future spacefaring, trade routes can't cross one another. Does this make any sense at all? No. But it does make for fairly interesting puzzles, at least until you start being able to store cargo on planets. There's a lot more that I would like to see in the game. Production chains, for instance. Goods that actually did something other than helping a planet level up because its demand was filled. A story arc that was more than shipping more kinds of goods to more places. A tech tree that actually imposed choices on you, instead of just functioning as a series of things to unlock. Fundamentally, the game doesn't really reward you for playing well or penalize you for playing badly. It's satisfying to watch planets level up because you've finally hooked them up cor
A logistics game from an indie, Periodic Deliveries provides about 5 hours of entertainment as you shuffle goods around from one world to another, upgrade your ships, discover new worlds, and squint at colorful icons to make sure you're taking the right goods to the right locations. While initially money and ship limits play a role in pushing against the expansion of your trade network, these concerns soon fall away in pursuit of the real treasure of the game: technology. The tech tree is divided into 4 layers, each layer requiring its own tier of tech resource, as well as exponentially increasing amounts from previous tiers. Technologies include: better ships, better planets, larger fleets, and a couple economic upgrades that are quickly glossed over. Tech resources are the only "manufactured" goods in this game, requiring two special inputs to create a tech resource output which must
It's a great little management game, adequately priced, with some potential. After about 5 hours you've seen it all, however you'll probably play a few more games after that.
Easy to pick up and learn, but once you get multiple solar systems and tech levels the game starts to get a puzzle-like quality. Fun and relaxing.
Originally I thought this game was amusing and fun to play, the idea of connecting planetary systems together to form a transportation network, but as the number of planetary systems increased, it started to become apparent that newly added planetary systems while added "RNG-based", it turns out they're not - they're created to be the most *useless*, *unwanted* or generally *worst* locations for your current network... simply put, if you want to connect/use the new planets, you *must* delete every single route you've got just to use the new ones because 10 out of 10 times the routes are designed to allow only *one* route to be actually used since everything else blocks there were suggestions by players for the addition of wormhole travel to allow crossing of routes, that materialised alright, but routes still can not cross each other even if you have the technology, so give up on the id
Структуровані обговорення, верифіковані розробники та досвід гравців без хаосу чатів


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