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

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It’s hard to understand the appeal of creating a factory if you’ve never fallen into this particular genre hole before. But few things in gaming are as satisfying as connecting multiple interdependent machines into a massive supersystem. Developer Fire Hose Games knows the joys of this, which is why the studio is creating the new first-person factory builder, Techtonica.

At the start of the pandemic, Fire Hose President Eitan Glinert and his team played many such games. Factorio and Satisfactory were particularly influential in what would become Techtonica. So expect to spend a lot of time gathering resources and then assembling conveyor belts and pneumatic tubes. But with its game, Fire Hose saw an opportunity to fill a void left by other major entries in the genre.

“We wanted to see if we could marry this super compelling factory automation gameplay with an exciting story and setting,” Glinert told GamesBeat. “Hades was an inspiration to us – if Supergiant could tell a world-class story and marry it seamlessly with roguelike dungeon crawling, could we do the same with the factory-building genre? C was the initial thinking that led to Techtonica.

It also led to one of the scariest settings imaginable for the game. In Techtonica, players find themselves on a rogue planet. That is, the world does not orbit a star and exists in perpetual darkness. Or, at least, it is on the surface. Underground, players will find bioluminescent flora and fauna that make life possible. This life probably just has a severe vitamin D deficiency.

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“Of course, once we started building the game, that naturally led to other innovations,” Glinert said. “What if we added voxel digging so the player can deform the terrain? We placed him in an alien world brimming with strange life, so what if growing plants was part of the automation process? The more we went down this path, the more fun, dynamic and complementary game mechanics we found.

Techtonica will serve a hungry audience

Glinert thinks fans have an insatiable thirst for different versions of the factory builders. The studio therefore expects Techtonica to stand out with its striking visuals.

“I’m of the opinion that the next thing you need to do to stand out is [to make a pretty game] and, ideally, have some sort of standout visual aesthetic,” Glitnert said. “Being visually appealing is so essential; people will buy a bad game that looks good but rarely buy a good game that looks bad.

He said it helps that the team is moving in a direction away from oversaturated styles like zombie apocalypse.

“For Techtonica, we spent a ton of time figuring out the aesthetic, and things only clicked when we looked at the bioluminescent bays in Puerto Rico,” Glinert said. “We had discussions like, ‘what if all the life in our world was shining like plankton in these bays?’ That’s what led to our art style.

With the mechanics and the look in place, Fire Hose is now in a position where it has to figure out how to launch its game. options. Moreover, the studio already knows that it wants to support the game and rely on feedback from its audience.

“As it stands, we have a backlog of features and systems that we want to add that is a mile long, and it’s very difficult to force us to focus and work on only the most critical features. “, said Glinert. “Once the game is out and running well, we intend to continually add stuff to keep people playing the game.”

Techtonica doesn’t have a release date yet, but Fire Hose has it open to wishlist on Steam.

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