Brace Yourself Games' Industries Of Titan is a sim/strategy hyb🐬rid that aims to immerse its player♎s in a futuristic capitalist dystopia. Players will wear multiple hats as they attempt to construct a hyper-industrialized empire on Saturn's largest moon, Titan. Old ruins in the way? Send workers to salvage them. Access to a Spaceport? Import more citizens and goods. Rebel ships incoming? Shoot them down.

Although still a work in progress,  is already full of life and identity, 𒈔providing a captivating worl༺d in which I found myself easily sucked into.

A Mesmerizing Futurescape

The game's atmosphere is excellent. The last time I was on Titan was in the early 2000's, fighting off Furies in  Now, I've found myself back on the desolate rock in Industries Of Titan, engrossed in a mesꦬmerizing factory-fueled futurescap♏e.

Antoine Lendrevie, the project's Art Director, deb൩uts his very first work on a video game – and it is quite good. He makes brilliant 🐬use of the voxel art style, through a unique, brutalist lens. , both apparent in the visual design. Additionally, the well-accomplished Danny Baranowsky did a fantastic job with the soundtrack. His use of dark synths fits in nicely with the overall feel. I frequently zoned out of my management tasks to admire what I was hearing.

Lastly, the game's characters are used as a humorous medium to poke fun at the potential horrors of capitalism. The following list is my interpretation of what each NPC embodies in Industries Of Titan.

Aenar Pyr: Greed

Laiyo Visk: Inhuman Labor Conditions

Vern Skoll: Environmental Destruction

Sciaro Hess: Corporate Invasiveness/Privacy Concerns

Urlan Fletch: Inescapable Work Cycles

Military Admiral: Expansionism

Ayana Ohk: Passion/Innocence

Although I didn't see an🐷y one of them for too long, each of their voice actors/actresses were outstanding and served as a pleasant surprise within the game.

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Busy Is Happy

Industries of Titan offers plenty for its players to do. City-building, resource management, defense, aggressive expansion – on Titan, you'll be juggling everything. There is certainly more than one way to skin a cat (or raise an urban empire) too.  for Industries of Titan, Project Lead Andy Nguyen noted: "It's been challenging for us to explore different play-styl🍎es and find ways to make them exciting for different people." In the beginning, my pꦺlay-style was mismanaging my employees.

Workers move like ants throughout your growing city, meꦰthodically checking off tasks like any obedient, mindless employee should. But your job isn't to care about your workers, it's to utilize them as efficiently as possible. If there's one thing the "Head of Human Assets" Laiyo Visk will make abundantly clear, it's exactly that.

Once I got the hang🌠 of the fundamentals, most of my time was spent trying to scale my profitable metropolis as efficiently as possible. Nothing seemed overly-revolutionary during my time playing the game. I found myself grinding in a way most would expect from a sim/strategy: gathering resources, unlocking new buildings, upgrading buildings, defending attacks, e🅺xpanding my territory.

The HUD wasn't a perfect fit for my taste, as I found myself all-too-often clicking on random energy/fuel structures to check on their levels. I would've preferred to s🐠ee my energy/fuel production numbers up with the credit/mineral/isotope/waste l♑evels.

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Carefully Injecting Life Into Titan

For those acquainted with They Are Billions, the pacing will feel extremely familiar. In both gamesౠ, extending the reaches of your power-grid is paramount. Additionally, both titles require the player to mix expansion ꧟and defense tasks simultaneously, before eventually stabilizing enough to venture out in hopes of permanently neutralizing threats.

I found that efficiently mana🃏ging balance/pace was extremely important. The team did a great job interlinking the resource types; Each production chain depends on the others. Therefore, most of my time was spent scaling the acquisition of each resource in tandem with one another.

The other side of the coin was my quest to cut corners; Pacing was the name of the game. Although I limited my playthroughs to the standard game mode on normal difficulty, each game was incredibly lengthy. Luckily, the developers added a convenient way to speed up the in-game clock. After learning the basics, I found myself playing at triple-speed (maximum) for most of the time. I wouldn't mind seeing an increased base worke💎r speed and faster construction times, as well as smaller map sizes. Perhaps most significantly, adding much greater reaches to Command Posts would be ideal. Having to leap-frog the structures (even fully-upgraded) ends up taking too much time without adding much to the player experience.

Regarding hiccup🎃s,  I did experience a few crashes, but the game's autosave feature (much to my relief) allowed me to resume where I'd left off seamlessly. At the end of the day, my list of complaints were small.

If you're looking for a fresh RTS/city-sim game with futuristic elements, you're in luck – the title is . Industries of Titan provides a frightening glimpse at a potentia﷽l future where greed isn't just good, it's everything.

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