
Plan a city and build a space fleet to escape a dying Earth before time runs out. You have 30 minutes to scavenge a post-apocalyptic environment to build infrastructure, grow crops, generate power, and assemble rockets to save as many people as you can.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A good concept, excellently executed. My biggest regret is that I wasn't the one to make this.
You are rapaciously devouring resources and expanding in a way that is unusual in the builder genre, but as others have mentioned there is little strategy to the whole affair. The 30 minutes of each round feel refreshingly short, but I am breathlessly plomping down new buildings the entire time instead of planning and mastering a complex environment. It almost feels closer to an RTS, where actions per minute are key to success, rather than a builder. There doesn't seem to be much more to it, I found it a fun diversion for an hour or two but nothing to hold my interest beyond that.
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Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Perfect wake-up-your-brain type of game. Builds up slowly to setting up supply chains to renew them, build rocket, explore some more and grow your pop and industrial base to escape this damned place. Because a map lasts only 30 mins (hence the name), you can do a one off without fearing to go overboard.
It is very hard to make a good builder-game, especially when competing with giants like RimWorld and Factorio. However, a couple of things are very important in any outstandingly good builder-game: - Good QOL (Good hotkeys, copying structures, maybe blueprints, etc.) - A system that allows creative problemsolving - A progression that noticeably separates early- and endgame - Some mechanic/quirk unique to the game - A goal worth pursuing - The least amount of bloat/unnecessary "work" for the player - Consequences for choices If you don't satisfy these criterias, the game will feel generic and boring. A good example of a simmilar builder-game done right is dotAGE. Has a simmilar concept: The apocalypse is coming and you need to avoid it. But this one checks most of the points I made. Unfortunatley, T-Minus 30 only somewhat checks a single one of these boxes: Some unique quirk. The unique quirk being, that you have to end your playthrough after 30 minutes. Amazing, very creative. **T-Minus 30 fails every other point on the checklist:** - The QOL has a lot of issues. You can't even click and drag to build multiple buildings at once, the most basic QOL-feature in most builder-games. Forgive me if I just didn't find the hotkey. Also, you can't mix a tight timeframe with bad QOL. That's just mean. - Creative problemsolving is not needed. You build more to get more ressources. And yes, that's an optimization-problem due to the timeframe, but not a creative one. - The game has no real endgame. You can build "better" buildings to get more ressources. Great. - The goal is to get as many people to "safety" as you can. Well, these people are just numbers to the player. You (well, I) don't connect to that goal. It doesn't feel like a challenge, more like something you do. - Why. Why would you make the basic farm so it needs to be rebuilt from time to time.? Why do so many games do this? Noone enjoys rebuilding things for no reason at all. Unnecessary bloat to keep the player busy. - There are no consequences for any decision except the big number on the top being a little smaller than it could have been. With consequences, I mean actual, gameplay-affecting consequences. Didn't build enough appartments? Maybe make the people go haywire. Just one idea: You could add the need for some military-force so the people won't try to get on full rockets, or even destroy them. In conclusion, this game isn't worth it. The only goal is to make numbers go higher, otherwise, it has the gameplay equivalent of cookie clicker. So get cookie clicker and reset the game after 30 seconds. Boom, saved you 10€.
Great game, works well, looks great. Can't stop playing.
Well made, intresting little city builder. One issue, after first win there is nothing more to offer.
Hektisches Gameplay (man kann nicht pausieren), immer gleicher Spielablauf (man hat 30 Minuten, um Ressourcen abzubauen und daraus Raketen zu bauen um Menschen zu retten), geringer Umfang, zufallsgenerierte Levels, teils mangelnde Infos (z.B. wie viele Arbeiter nötig sind, nicht genutzte Betriebe werden hierbei berücksichtigt)
The idea is really cool and unique. Pack an economic builder into a 30 minute short timeframe to ask about the most effective production. Harvest resources from the environment, do as fast as you can, convert any excess into rockets to save people from a giant rock crushing the planet. Theres no enemies to fight, just the clock. If you dislike timers, this isnt a problem. Its the core principle of this game. I dislike timed missions normally, but because here its the central point and enemy, it doesnt pressure but instead makes a lot of fun. I wished they did another game like this with nicer graphics (its functional here, but still). Nothing fancy, just a bit nicer and adding more options, modes and even coop. In fact, coop could make this a gigantic hit. Maybe one day i will be able to convert this concept into a boardgame design, we'll see. But i see massive potential in it.
50-50. got great potential but too repetitive. no challenge or whatsoever at the end. Even the maps are almost the same. Was expecting the last map to be challenging but mehh.
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