
Project P.I.T.T.
Вы новый стажёр в компании с очень простой задачей. Создавайте резиновых уток и скармливайте их яме.
В центре комплекса ждёт Утроба — огромная корпоративная дыра, чей аппетит растёт с каждым новым подношением. Делайте уток, бросайте их внутрь, заслужите своё место.
Компания наблюдает. Яма растёт. Уток будет недостаточно.
Открывайте новые инструменты, производите всё более странные объекты, улучшайте рабочий процесс и создавайте всё более хаотичные физические системы, чтобы поспевать за спросом. С каждой фазой Утроба расширяется, комплекс меняется, а ваши обязанности становится всё сложнее объяснить.
Со временем простое производство превращается в сборку. Объекты начинают соединяться неожиданными способами. Работа перестаёт ощущаться как работа. Где вы? Кто ваш работодатель? Почему вы всё это делаете?
ОСОБЕННОСТИ
Стройте абсурдные физические производственные линии и скармливайте продукты Утробе
Начните с резиновых уток, а затем открывайте более странные продукты, инструменты и системы автоматизации
Используйте магниты, вентиляторы, панели, поршни, пусковые установки и многое другое для оптимизации производства
Соединяйте комбо и повышайте пропускную способность ради больших выплат
Наблюдайте, как Утроба растёт по мере эскалации производства
Исследуйте бруталистский корпоративный комплекс в стиле PSX
Системные требования
Минимальные
- Minimum:
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: Intel i3-6100 / AMD FX-6300
- Memory: 4 GB RAM
- Graphics: GTX 750 Ti / RX 460
Рекомендуемые
- Recommended:
- Requires a 64-bit processor and operating system
- OS: Windows 11
- Processor: Intel i5-8400 / AMD Ryzen 5 2600
- Memory: 8 GB RAM
- Graphics: GTX 1060 / RX 580
Отзывы
Steam · Mostly Positive
Все отзывы в Steam803 положительных из 1 015 отзывов
Игрок 5539Рекомендует7 ч в игре
Developer responded with an update to the debris problem! Nice, great game and of course a big plus when devs listen to the community. Thanks!
Игрок 7073Рекомендует12 ч в игре
This is one of those games where I wish there was a mixed recommendation option, but ultimately I think I enjoyed it more than not. Fundamentally, this is a logistics game about getting objects from point A to point B.. However, unlike similar games, this one has the twist of them being oddly shaped physics objects, and you are given no straightforward tools like conveyor belts to transport them. To many people, that might sound like a frustrating prospect, and that's completely understandable. But I think that this premise creates very unique puzzles that you don't find in other logistic games. I enjoyed having to figure out how to manage physics-based problems like erratic bounces, spillage, clogs, etc. However, where my opinion starts to sour is that this concept just frankly isn't explored very well beyond the demo. The early tools are good and create a sense of building crazy contraptions out of whatever bizarre options are available to you, and it made the game seem very promising. But as it goes on, your new tools feel less and less considered, with some of the last tools you get being buggy or outright broken. There's also this weird disconnect where many of them only exist to add extra value to your products, which is essentially pointless because 90% of your income will end up being from combo bonuses. In the end, I had fun, but it mostly left me hoping that another game will come along and develop this idea more thoroughly.
Игрок 6799Не рекомендует10 ч в игре
what's the video game equivalent of blue balls? whatever it is, this is that. the game is fun up until the end of phase 3. before that, you've found the core gameplay loop and created automated structures to carry your products where they need to go, only being slightly slowed down by the manual crafting stations. in the back of your mind you're likely thinking phase 3 has gone on a little too long, but you believe you know what the game wants and it's been pretty fun up until this point. the problem is when the new product comes in, you have to combine the last 3 into a cauldron crafting station and then manually craft said product. it's here where the other shoe drops and the game completely disrespects the time you've invested, while gameplay grinds to a halt. all that automation you made? tear it down and do it again to redirect it to the cauldron, and this time it's even slower. you can try to force all the items into the cauldron drum but it wont ever work right, meaning you need to load all three ingredients BY HAND after taking down all your creations just to get the right products to be left in the vicinity of the cauldron, THEN craft the product, THEN carry the products to the pit. I did the math and you'd have to do this well over 2,000 times, manually, by hand. You have to place more than 6,000 items into the cauldron yourself. click drop click drop click drop. there is also a second pit that needs these same products and nowhere does it tell you this is the case. I spent 6 hours pushing rubber ducks and cash registers into the upper pit only to realize I wasted my time yet again. so not only am I expected to do this thousands of times for the phase 4 pit, but I must do it all AGAIN for the pit that is hundreds of feet in the air. At this point i gave up. If the game cannot respect my time then I cannot respect it. (Good thing this all happens well over 2 hours in so I can't get a refund... hmmm I wonder if that was by design and there's no consequences for phoning it in after you have enough playable hours, hmmm.) what starts as a fun assembly "points go up" kind of game with a quirky sub-plot quickly devolves into something that forgets what it is in favor of disrespecting your time and pulling the rug out from under you on hour 10. this couldve been a very fun and relaxing game but sadly the dev lost the plot at the last second. I look forward to the developer learning from this as many players are sharing the same sentiment. missed it by that much, but it's a good attempt at making a fun game, all the pieces are mostly there, it just feels like the dev stopped playing their own game at the end and figured it would be good enough to phone-in the last 1/4 of it.
Игрок 4796Не рекомендует19 ч в игре
Project P.I.T.T. feels like a disorienting mess of ideas all crammed together. It's trying to be a physics-sandbox game where you have this freedom to create and automate to your heart's content, but it's bogged down by the lack of actual engaging mechanics and the need to fit into the Feed The Pit style of gameplay. I'll start by talking about the core gameplay loop. The game is split into phases, each phase introduces a new product that you need to create a contraption for. The first two phases act as a tutorial where you get into the headspace of the game. The game hands you some tools and a variety of panels to build some funnels for the products, allowing you to get a grasp on the rest of the game. It's a decent enough loop and the first two phases are to the point and get the job done. However, it's when you get to phase 3, that the game starts to fall apart. Phase 3 is almost double the length of phase 1 and 2 combined, it takes so long to get through without any real point in it being so long. The actual content of phase 3 is pretty much identical to phase 1 and 2. You're given new tools, although most are pretty useless, and you do the same thing, build contraptions. There is really nothing here substance wise that justifies the increased length for phase 3. Also, when I played, phase 3 had a destruction event which caused you to redo everything you’ve built, but this has since been patched out, and I’m indifferent to the change. Now, if you manage to make it to phase 4, you’ll be met with what I think is the most baffling decision in the entire game. Phase 4’s product requires one of each of the previous phases' products. In theory, it's not a bad idea. This could have been used as an opportunity to have the player get creative and use the full games toolset to create some elaborate contraptions. Instead, it's tedious and annoying. You aren’t given a good enough toolset to actually build anything interesting. In my case, I made some janky setup that was just barely able to automate production, then I slapped the proxy intern on the mixer and called it a day. The only saving grace is that Phase 4 is the shortest of all the phases once you get that automation up and running. In no way did I have fun thinking of how to solve this challenge. It was simply an obstacle to me completing the game. There are tons of issues that all stem from this, but I’ll focus on the two most severe. Building The worst aspect of Project P.I.T.T. is actually having to build the funnels and contraptions. Now, if you have a sandbox game like this, building should be fun and should actually make the player want to go out of their way to experiment and create these crazy contraptions to interact with the physics systems. Instead, in this game, building feels like a chore and is needlessly time-consuming. Instead of spending the time actually building something cool, you're spending most of your time hauling 50 panels, 10 fans, and whatever else in order to actually build something for the different machines. I think Project P.I.T.T. could benefit from an actual build menu, something similar to Satisfactory, where you have a catalog that you can select what you want to build, and then you can build that object. No picking up and hauling different objects, just simply select what you want to build, and build it. However, even if there was a build menu implemented, there is another issue with building. A little later in the early game, you unlock the ability to stick, snap, and orientate objects. Now that's great and all, but there is very little customization to the snap and orientation settings, which leads to inconsistent results and, again, spending needless time trying to get everything to snap into the correct positions. Also, during my time playing the game, while moving around different objects, sometimes they would just stick randomly, and I would have to then click on the object again and move it around. It's just another inconvenience. Tools What is a sandbox game if not for a playground of imagination, and you know what facilitates that imagination, the tools you are given. The tools you are given and the quality of them shape what you can create. Project P.I.T.T. gives you a decent amount of tools, but in reality you're only going to be using about a third of them. I could go on and on and list each individual tool here and how useless they are, but I’ll just say this instead. From the 24 sub menus under the tools tab, I used tools from about 8 of those submenus. Now, a variety of tools is great for a sandbox game right? So why did I use so few? Well, I tested out each new tool I unlocked to see if there was something I could use them for, and I tried to use them, but each and every time I was just like, this is so pointless, I can just use this other tool I already unlocked, and when I did have an idea for something that could utilize a new tool, I said “Do I really feel like spending an hour stripping everything down, then spending another 3 hours trying to make something with this shoddy building system?”. Ultimately, I just stuck to a bare-bones setup of regular, cushion, and slick panels, as well as some fans. Maybe doing so wasn’t the most efficient, but the time I would have spent building probably evens it out. There are also a subset of tools which are equippable, and I did not use a single one of those except for early on when I used the broom. Want to know why? There is no equipment/hot bar. This means that if you want to use an equippable tool or multiple equippable tools, you have to pick the tool up, use it, and then if you want to interact with an object or use another tool, you then have to put the tool down, and repeat. It's so tedious, like if you are giving me a bunch of equippable tools but making them so tedious to actually use, then what is the point of using them? Whenever I saw an interesting equippable tool, albeit there wasn’t too many, I just felt discouraged from using it, knowing how tedious it would be to manage it. So, those are all the issues with the core gameplay loop, and it's quite a lot. Underneath it all, I feel like there is a great deal of potential here as a physics-sandbox game, I can see the vision. A fully fleshed-out, physics-sandbox game like this with a lot more focus on its mechanics and automation could be pretty great. However, Project P.I.T.T. is not that and is instead bogged down by the Feed The Pit style gameplay and the lack of actual freedom when it comes to building creative or fun contraptions. You end up only doing the bare minimum to finish the game, because there really isn’t anything that interesting at its core. Okay, now it's time to rant about the game's “secret” ending, and how much I despise it. The parkour segment, while it had an interesting idea, is a confusing mess with no clear indication as to what needs to be done or what can be done in order to progress. It's then followed up by a frankly baffling mining minigame that is just extra tedium added to this already tedious game. The secret ending is honestly just so bafflingly designed and not worth the time. Had to cut it short for the Steam review, but I talk more about it on Backloggd: https://bckl.gg/v5PN
Игрок 8283Не рекомендует10 ч в игре
Not Recommended, but I really want to like this game There is a genuinely good game underneath Project P.I.T.T. The core concept is fun, and once you have enough money, there is something satisfying about building increasingly elaborate automated setups. I also want to give credit to the developer for actively reading reviews and making changes based on player feedback. That is always appreciated. Pros: - Good price point. I think the game is reasonably priced for what you get. - Good time investment. There is a decent amount of content and progression here, particularly if you enjoy experimenting with different setups. - The core concept is genuinely fun. Building an automated system and watching it all work together can be very satisfying. - You don't need to min-max everything. You aren't forced into complicated mathematical optimisation just to make the numbers go up. There are plenty of ways to passively increase your income, and it is relatively easy to build combos that work well without having to calculate every possible efficiency. - The game handles a surprising number of objects on screen. There can be a lot going on at once without the game falling apart. - The physics and interactions are impressive. The game can simultaneously handle a large number of objects and their interactions/physics without noticeable problems. This is particularly impressive considering I don't have a particularly powerful PC. - Building elaborate designs can be fun. Once you have the money and the space, there is a lot of room to experiment. Negatives: Product 4 is where things really started to fall apart for me. Getting Product 4 working required an enormous amount of manual input and, in practice, meant completely reconfiguring an automation setup that had taken me ages to build. For a game that is heavily centred around automation, having progression items effectively invalidate a large part of your existing setup is extremely frustrating. The Product 4 version of the secret ending also gave me significant motion sickness during the digging minigame. There doesn't appear to be an accessibility option to disable or reduce the movement of the blocks, which made that section particularly unpleasant to play. The sponge cleaning sections are another source of frustration. When you can't put the sponge into your inventory, getting to some areas you need to clean means either awkwardly prop surfing your way up to them or building ridiculous ramps just to reach a particular spot. It feels more like fighting the movement/building system than solving an interesting problem. The platforming required to reach some of the hidden-ending content has similar problems. Prop jumping can be inconsistent and it is easy to get stuck, with failed attempts often resulting in falling all the way back down. Building huge ramps is also quite clunky, even with the newer improvements to holding panels. Another strange issue is progression. The early upgrades can be quite difficult to afford because making money is relatively slow. However, once you unlock the gamble boxes, you can effectively make an almost unlimited amount of money. Going from one million to one billion sounds impressive, but it doesn't feel particularly rewarding when that money doesn't contribute towards the main ending. It also becomes increasingly strange when you have enormous amounts of money but still have a lot of things locked behind seemingly arbitrary progression requirements. It makes the money itself feel somewhat meaningless. In fact, I managed to complete the secret ending while being only 2% through the main "normal ending". Despite having a largely automated setup, progression towards the normal ending is incredibly slow. It feels very strange that the supposedly hidden/secret content can be completed long before the main progression has meaningfully advanced. The expanding hole also creates an unusual problem. You would expect getting further into the game and making the hole larger to improve your operation, but instead it can actually make your automation worse because you have to constantly rejig your carefully built setup to accommodate the changing space. A lot of the more expensive late-game items are also disappointing. Rather than providing meaningful improvements to automation, many feel more like gimmicks or toys. I was expecting late-game purchases to let me build more efficient and impressive systems, but several of them don't really contribute much to that goal. Overall The frustrating thing is that I can see the good game here. The core concept is good. The price is reasonable. There is a decent amount of content, the automation can be genuinely satisfying, and I really like that the game doesn't require you to min-max every last percentage point to make progress. The technical side is also better than I expected. Having a huge number of objects interacting and behaving with physics simultaneously without my relatively modest PC struggling is genuinely impressive. Most importantly, the developer is clearly listening to feedback and actively making changes, which gives me some confidence that the rough edges can be improved. Unfortunately, at the moment, too much of the progression works against the automation that makes the game enjoyable in the first place. Having to dismantle or significantly rework systems I've spent a long time building, extremely slow main progression, the strange relationship between money and progression, gimmicky late-game equipment, awkward prop-surfing sections, motion sickness issues and inconsistent platforming ultimately made the experience more frustrating than fun for me. I'll definitely keep an eye on the game and I hope the developer continues improving it, because I think there is a genuinely enjoyable game here. For the current version, though, I can't recommend it.
Игрок 0191Не рекомендует39 ч в игре
The only reason I'd recommend this is the price point. This game has a fundamental flaw it hits when you get to the fourth act of the game. It encourages you to play in a specific way during the first 3 acts, then takes a hard left turn at the final act. You can see the result of this in the achievements, the regular ending has a 2.7% completion rate, while the secret ending has a 6% completion rate. Full spoiler explanation below: In the first through third act, you are encouraged to build combos and always be putting product directly in the hole, however the final act needs you to pull from all three lines to craft the final product. This often can make you have to completely change or cannibalize your previous setup in order to proceed. There is also never any auto machine for the final product, something you are trained to expect during the first three phases. As a new player with no understanding of the game, this means you get trained by the time you start phase 3 to expect an auto machine, so you hold off on creating a fully auto setup until you get the auto machine. While manually crafting in the fourth stage you end up spending time creating a temporary setup, then you realize the fourth phase never has an auto machine, meaning you have to tear down your temporary setup or make it your permanent one. This ends up doubling your work, and feeling like a huge surprise. On the other hand, the secret ending gives almost no indication of what needs to be done at the pipe stage, most people can get to the spout during the 3rd phase, however nothing done will give an indication of advancement. As a new player with no information, this makes the work put in to get there feel pointless. There needs to be a phase block on this tube, or better indications that earlier resources give progress. Overall, even just playing to the end of the third act is worth the price of the game so I can kind of recommend it, but there are major problems with the final quarter. I would say up to the end of phase 3, this game is a 4/5, and as a whole, it is a 3/5. Kind of worth the buy but have low expectations for the end quarter. The people in the discord personally insulting me for having this opinion is what has made me decide to not recommend it.
Игрок 4143Не рекомендует7 ч в игре
After the first few of hours, most of the challenge comes from wrestling with the awkward and unreliable construction mechanics - and that does not make for much fun.
Игрок 4436Не рекомендует14 ч в игре
It's a cool concept, but it feels really unpolished and gets really boring for long stretches. The start of the game is really slow and takes a long time to get into any actual content beyond holding left click on the duck machine and walking ducks over to the pit. Once you unlock fans and panels it's pretty fun building a setup to automatically feed the ducks into the hole. But once that works, you're just stuck holding left click and doing literally nothing else for half an hour until you reach phase 2. Phases 2 and 3 are basically the same thing: spend 10 minutes building a setup to automatically feed products into the hole, then hold down left click until you finally reach the next phase. Phase 4 is where the game completely breaks down and where I gave up. You need to combine one of each product in a horizontal spinning couldren lifted of the ground to make anomalies, but whenever you put more than a couple products into the cauldron, trying to add another will send it flying all the way across the factory for some reason, making the process extremely tedious. On top of that, products keep freezing in mid-air, and my money will occasionally just reset to $0 for no apparent reason. There is also a laundry list of smaller glitches I've found that I couldn't even begin to write all of down here. Despite all of this, I made a setup to semi-automatically produce anomalies and struggled with the weird physics for a couple of hours to make around 100 of them. I'm now 5 PERCENT of the way through phase 4. Another major complaint is the menus. They're very hard to read, weirdly fit to the screen, and completely disorganized. Some of the most important and useful settings are hidden several submenus deep. For example, there's a setting that automatically holds down left click for you so you can craft products automatically. That seems like a pretty major feature, yet the game never tells you about it, and you would only find it by digging through three sub-menus in the confusing options menu. Please playtest and polish this game. It would be fun, but right now it's buried under way too much waiting, janky physics, bugs, and confusing UI.