need to know
what is that? A corporate city builder set on one of Saturn’s many moons.
Expected payment: £23/$30
release date: right now
Developer: brace your self game
the publisher: brace your self game
Review date: RTX 3080 Ti, Intel i7-8086K, 16GB RAM
Multiplayer? No
Link: Official site (opens in new tab)
I regretted naming the Industry of Titan Corporation PC Gamer Dot Com after 100 of my colony’s inhabitants died in toxic fumes and massive fires. It’s just not good for the brand. But a loss like this is what would otherwise be considered a catastrophe, like leaving a box of staples behind on Saturn’s wretched moon.
In the corporate realm of the distant future, no one seems to be haunted by death. People turn quickly, inspiring a brutal kind of pragmatism that sees as secondary all concerns other than winning corporate council seats. It’s all about getting to the point where you can play space golf all day without paying taxes.

That lofty dream begins at our one-floor headquarters. Unlocking additional buildings will require plenty of cash and resources that you don’t have yet, but don’t worry. You can build anything you need to boost your economy within your headquarters. You can build devices that provide energy, fuel, housing, storage, and income using the resources you gather from your surrounding area.
You can get the minerals and isotopes you need by sending your employees to clean up the ruins of a failed Titan colonization effort, but you can also harvest resource fields and eventually mine mines. You can. It celebrates the game with a unique apocalyptic aesthetic while serving as a constant reminder of the price of failure.
star citizen
Ruins contain relics and resources, but both cannot be harvested from the same building. Relics are used to progress down the randomized tech tree. Most often contain very useful bonuses, such as greatly reducing the energy requirements of certain buildings, brainwashing citizens into becoming employees. Citizens lie and watch ads that make them money (until they unlock their offices), and employees do everything else. Ruins exploration is limited by the influence you spend to unlock new tiles. This is also the currency needed to lure immigrants to the company. So something as simple as choosing to take advantage of an abandoned building affects the entire network of decision-making, creating friction and new opportunities.

As you accumulate more resources and credits, you can start building factories that provide more places to build internal devices. Space is at a premium, both indoors and outdoors, so you’ll spend a lot of time maximizing it in the beginning. Thankfully, you can also build by adding new floors to your building, or connect two of his adjacent floors to take up less floor space. Even when faced with many obstacles, there is always the feeling that there are many ways to get around them.
With devices of all shapes and sizes, building the interior is a little tedious, but there is joy in the novelty of the city builder that you can actually go inside and tinker. It’s a shame to see everything you can do right away. Save some blueprints and you’ll probably never step inside them again, even for future missions.
The interior is becoming almost irrelevant, but the factory itself remains important. This is true even after unlocking some buildings. Many of them are essentially more powerful versions of the device. See, that power comes at a price, both in terms of the initial cost of credits and resources and the ongoing drain on the economy and workforce.

Factories full of fuel generators are completely unmanned and do not compromise the habitability of their surroundings, whereas standalone fuel turbines must be staffed and no one likes living near them. Which one is best depends on many constantly changing factors. Every time we needed to scale our infrastructure, we had to look at these considerations, but really this was an internal motivation. Efficiency is often encouraged, but not required. All missions can be completed by exiting midway through.
sophisticated taste
There is a kind of internal device that unlockable buildings cannot replace: the processor and its accompanying modules. This is where hard-working, brainwashed employees upgrade their resources. Higher tier resources give you more building units and anything you build with them will be more powerful. This is a crunchy system that feels like the foundation of a larger Anno-style production network that sadly never appears. It doesn’t get any deeper than what you see in the first half hour.
Industries of Titan starts to lose its edge really quickly and then turns into a more familiar kind of city builder. But some systems are still attractive.
Pollution is a particularly interesting and potentially fatal disorder. Death isn’t a big concern, as people are easily replaced, but fewer immigrants are able to emigrate when you start hearing about the polluted hellscape you’ve created. The slogan “Come to Titan, I’ll give you cancer” isn’t very catchy. Air purifiers and giant fans are available to combat this, but these structures also affect xanthan gas, which is essential to keep the buildings and equipment that supply the energy working. Industries of Titan isn’t particularly demanding, but this is a difficult balancing act that requires good planning and the ability to adapt quickly when reconfiguring infrastructure to avoid deficits. is required.

You could design a ship to repel an invasion of rebels, but this is a system I could have done without. Great to see someone trying to stop corporations from destroying another world. Ships are expensive and cumbersome to build, but their lack of practicality cannot be justified. You can’t even select multiple ships, you have to order them one by one. But again, if combat is just about clicking enemies, it doesn’t really matter.
I mostly relied on my ground turrets to protect all my wealth and, to a lesser extent, my employees. You need a ship if you want to destroy a rebel camp, but it’s not necessary to wipe out the rebels. They aren’t easy to beat, but once you do, there’s absolutely no reason to keep the ship.
scuttle a ship
The thing that bothers me is that a lot of effort must have gone into designing this layer. There’s even a gradual progression system that can be unlocked. Brace Yourself Games has dropped some very interesting things from its roadmap.

There’s also a zen mode to take out rebels, but the essence of Industry of Titan is campaigning. it’s poor To gain a seat on the council, you must take over several corporate divisions. This is only possible by conquering other divisions. We’re looking at about 5 missions to get to the end. It doesn’t sound like a lot, but god it’s a slog. Whether it’s a dry map that’s constantly being plagued by sandstorms or a chilly map full of rebel bases, the experience is pretty much the same.
What’s unique about the Industries of Titan is that having a seat on the council has nothing to do with business success. Instead, you’ll have to complete arbitrary and sometimes downright silly goals in order to earn stars and climb the ranks. Bronze rank allows you to complete missions, but higher ranks give you more endorsements that you can spend on bonuses in your next mission.
It’s hard to express how much I loathe these goals and how much they completely ruin the pacing of the game. Designed and artificially stretched after crushing the rebels. “Oh you scraped it up and do all your employees love you? Unfortunately we have to build 17 more hospitals.” They rarely prompt you to resolve related issues. Even if you’re looking for the highest rank, you can skip some objectives, but you’ll still have to spend your time on many completely ridiculous requests.

To complete the last mission, I ended up building an obelisk that produced 14 influences, despite the fact that I almost always hit my influence cap. And of course, these obelisks require energy, so we had to expand our infrastructure to build useless buildings that we were never going to use because we were about to end the campaign. It all came down to jumping through some stupid hoops, which spoiled the win a bit. It’s a bunch of rich dickheads laughing at the obelisk man.
Industries of Titan may have come to a disappointing conclusion, but much of my time was happily spent tinkering with the city’s infrastructure and solving logistical conundrums. . Once in the zone, hunkering down while tweaking and expanding can be very satisfying. But it gets lost by initially failing to develop a compelling idea and instead pushing through disastrous battles and exhausting its goals. Finally, I handed in my resignation and was relieved.