Industries of Titan by developer and publisher Brace Yourself Games—PC (Steam) review written by Susan N with a copy provided by the publisher.
Estimated reading time: 8 minutes
Gameplay
Industries of Titan requires players to balance a couple of aspects in order to win the game. First, a successful colony has to be built in such a way that it has enough power to run, resources gathered and refined through processors, several monetization stations to gain credits, and adequate defenses to keep rebels away from your newly acquired land - which is on loan by The Council.
In order to explain the gameplay loop, this will be separated into two sections where the colony-building aspects are presented first. Then we’ll cover the defensive and combat aspects in order to paint a full picture of the game.
Colony Building
Industries of Titan begins when you land on a new planet that has been ravaged by the gritty and barely habitable environment. As the council has sent you on a mission to make the planet habitable - as best as possible - it seems like the entire purpose of the game is to reach that point.
One of the first challenges to face is adequate power generation which is done by using harmful Xethane gases. As you collect the planet’s natural gas, it has to be converted to energy that can be used by your equipment. The problem is that while power generation isn’t difficult, collecting this gas is harmful to colonists.
Another challenge that you face is that many machines need to be placed in factories. Those machines come in different sizes which come into play when you need to Tetris the power generators, habitation pods, and material refinement machines. The only good thing about this design is the ability to create blueprints for your builds. Otherwise, you will need to upgrade the factories to have an additional floor to give you space.
Finally, you need to balance power generation with colonist health. This in itself, isn’t an issue as other post-apocalyptic games have similar balancing acts, but increasing the number of colonists isn’t necessary. Assuming you have medic stations and air purifiers to keep the people alive, you can get by with a low number of colonists to suit your industry. Setting up residential buildings for more colonists isn’t required as the bulk of their importance to the game is credit generation. You will need to convert colonists into workers for specific jobs, but once those are fulfilled, you can get a new batch of colonists from the shipyard. This part of the gameplay could have been more interesting if we had to deal with worker bots instead of humans. It just felt a bit flat for me when all I had to do was request more colonists from the shipyard, instead of improving the air quality or living conditions. Additionally, there are achievements for losing a certain number of colonists. That’s not a meaningful achievement, just saying.
In essence, the game is a nice colony builder without a ton of consequences. Even when you gain the favor of the council, the game isn’t complete. Your task is to fulfill a ton of ridiculous objectives that aren’t necessary. The council will require a ludicrous number of parks or resources collected to ‘win’ the game. One would think that the looming threat of rebels would be required as a victory condition, but it isn’t. And on that note, let’s talk combat.
Combat Gameplay
Industries of Titan features a looming rebel threat where you need defenses to keep them at bay. This is a different take on the colony builder as most of them focus on milestones or solving some challenges. By adding tension to the game with the threat of rebels who will attack your newly formed colony, seems like a great idea. Unfortunately, it falls short.Tech Tree
Graphics and UI
One aspect of the game that knocks the ball out of the park is the graphics. Unlike other colony builders that focus on the UI and not a lot on the graphics, Industries of Titan has a lot of details that the average player might miss. For example, the ruined buildings sell the idea that this planet has been previously inhabited. While many ruins have a similar look, the ones that are identical aren’t placed side-by-side. Moreover, there are ruins that contain a high concentration of resources that are graphically different from all of the other grayscale structures. Aesthetically, this creates a sense of variety through its assets without overdoing it.Final Thoughts and Summary
I wish that the developers of Industries of Titan put a little more time into the game. It would have been a stellar hit if the rebel threat added more of a challenge or if there was more variety with the combat system in general. Instead, the game falls short of something amazing by focusing on ridiculous milestones set by the Council.
Though it was a valiant effort to bring something different to the genre, I don’t feel as though it’s quite enough for avid colony-building fans. That certainly doesn’t make this game bad by any means, as it looks amazing and has cool features like blueprinting which isn’t present in any colony simulator that I can think of, but I found myself oddly bored with it. There wasn’t enough to keep me interested in playing the game for long periods of time, which is unfortunate.
“Industries of Titan is an alright colony-building game set in a post-apocalyptic world, that oozes with potential conflict and hazards aplenty. Sadly, the game just doesn’t hold the player's interest long enough as the win conditions are bloated, the threat of being attacked is paltry at best, and the need for colonists is not as important as one might think. It’s great to kill some time with because it has some features that are different from others in its genre, but it can get quite dull over prolonged sessions."
Score: 8 out of 10”
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