Techtonica is a new factory-building game on a terrifying (and beautiful) rogue planet

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The appeal of setting up a factory is hard to understand if you have never been to a particular style hole before. But some things in gaming are just as satisfying as connecting interconnected machines to one huge supersystem. Developer Fire Hose Games knows its joys, so the studio is building a new first-person factory builder, Tectonica.

Early in the epidemic, Eaton Glinert, president of Fire Hose, and his team played a number of such games. Factories and satisfactories were particularly impressive which would eventually become tectonics. So expect to spend a lot of time gathering resources and then grinding the conveyor belt and pneumatic tube together. But with his game, Fire Hose saw an opportunity to fill the gap left behind by other major entries in the genre.

“We wanted to see if we could marry that super exciting factory-automation gameplay with a thrilling story and setting,” Glinert told Gamesbeat. If we can marry her seamlessly, can we do the same with the factory building style? That was the initial thinking that led to Tectonica. “

That led to one of the most potentially unimaginable settings for the game. In Tectonica, players find themselves on a rogue planet. That is to say, the world does not orbit the stars and exists in eternal darkness. Or, at least, that’s the case on the surface. Underground, players will find bioluminescent flora and fauna that make life possible. That life is probably a severe deficiency of vitamin-D.


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“Of course, once we started making the game, it naturally led to other innovations,” Glinert said. “What if we add voxel digging so the player can distort the terrain? We set it up in an alien world bursting with strange life, so what if the plants being grown are part of the automation process? The further we go, the more fun, dynamic, complementary gameplay mechanics we get. “

Tectonica will serve a hungry audience

Glinert believes fans have an insatiable thirst for different measures against factory builders. So the studio expects it to help set Tectonica apart with its sleek visuals.

“I think you have to do the next thing to stand out [to make a pretty game] And, ideally, some kind of remarkable scene is aesthetically pleasing, “Glitnert said.” Being visually appealing is very important; People will buy a bad game that looks good but will rarely buy a good game that looks bad.

He said it helps that the team is moving in a direction that stays away from oversaturated genres like Zombie Apocalypse.

“For Tectonica, we spent a lot of time exploring the aesthetics, and things clicked while we were looking at the bioluminescent bays of Puerto Rico,” Glinert said. “We had discussions, ‘What if our whole life in the world shines like a plankton in those bays?’ That’s the decent thing to do, and it should end there. “

With the mechanics and the look, Fire Hose is now in a position where he needs to figure out how to start his game. The company has not announced whether it is going with the initial access model, but it is considering its options. In addition, the studio already knows that it wants to support the game and build on the input of its audience.

Glinert said, “As it stands now, we have a backlog of features and systems that we want to add is a mile long, and it’s very difficult to focus on yourself and work on only the most important features.” To push. ” “Once the game is over and well done, we intend to keep adding content to keep people playing.”

Tectonica has no release date yet, but Fire Hose has opened it for wishlisting on Steam.

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