

“We are always open to our fans and the community, and we've been near-constantly engaging with them from the very beginning of VT's development.

How are you planning on involving the Community in your development process? “Based on the fact that it will contain more content at the end, the final price may be higher.” Will the game be priced differently during and after Early Access? Not to mention fully-featured modding support from day one.” “It's already playable and fun, and has plenty of content: dozens of train types, different biomes and resources, growing cities, et cetera. What is the current state of the Early Access version? Also, it will contain much more base content: rail equipment, vehicles, biomes, buildings, production chains, and resources.” Most notable are: multiplayer and other game modes, railway shunting, weather conditions, and more modes of transport (such as sea and air). “Our roadmap consists of many interesting features we have yet to implement.
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How is the full version planned to differ from the Early Access version? “Based on currently planned features, VT will be in Early Access for at least two years.” It's already playable and fun, but we have a lot of new content coming until we can call it a complete game.”Īpproximately how long will this game be in Early Access? It's just very limited.“After working on the game for a few years, we feel it's ready enough to let people get their hands on it. Technically OpenTTD do have resource extraction and transformation, just sayin'. With the size and placement of the stores, it's pretty hard to use only trains without demolishing A LOT of stuff. In Voxel Tycoon, it's often needed/more practical to have a train station on the edge of the city and deliver the cargo by transferring it to trucks that can they go to a truck stop inside the city.

I also find that you need to have a different approach regarding delivery: in OpenTTD you can usually build a train station right next to the target or inside a city. In Voxel Tycoon you have to build factories by building warehouses, mines, conveyor belts, etc. In OpenTTD you simply transport stuff from building A to building B. The entire resource extraction, storage, transformation, crafting doesn't exist in OpenTTD. Originally posted by *****:What are the differences? I really love OTTD as its the only game i know so far that lets you build huge rail networks with directional tracks, signals and intersections.
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But maybe we can hope for mods that will improve the Graphics. I assume the Dev team behind this Game isnt big, nor do they have much Money to spend on Resources. Its like comparing Deisim to Black & White. Ofcourse these Games had a high Priority.Īlso, keep in mind they were "just" 2D Sprites. I mean, all these Tycoon Games were in a High back then. Also, the Market for such Games back then was a little different. Industry Giant, Transport Tycoon and Traffic Giant used all the same Engine, had all a kinda big Budget and Experienced Developers and used many assets to reduce cost and time to Develop. Player the ♥♥♥♥ out of it.īut we have to keep in Mind.

can we please stick to realism graphicwise and get rid of this voxel trend ? Voxels are easier to Model and thus create, so its easier to create such an Game overall. still why do people make such games with worse graphics than the original game decades before?. but this game might rather be an "industry giant" ripoff. transport tycoon looked even better back in the days. Originally posted by Soldner42:openttd = Transport Tycoon Ripoff?Įxactly.
